Beruflich Dokumente
Kultur Dokumente
Sardonyx
actionsbelongtothreegeneralareasthatroughlymaptoAttributetypes,butarent
limitedbythem.Thinkofthemschemasinspiredbythetraits,insteadofrigidcategoriesdont
treatthemlikehardrules,thoughthesystemswithinthemarecertainlyasformalasany
others.
Thethreeareasare:
Actionadventure
(Physicalinspiredschema)
Procedurals
(Mentalinspiredschema)
Intrigue
(Socialinspiredschema)
Differentsettingscaninspiretheirownareasofaction:schemasclusteredaroundtheirspecial
traitsandsystems.Thefollowingapplytomost
Sardonyx
games,regardlessofsetting.
Action-Adventure
Theactionadventurerulesincludeelementsofphysicalperil,violenceandroundbyround
action.Thisistherealmofpunchups,carchasesanddefusingbombswithsecondstospare.The
followingsystemssupportthoseaffairs.
Actionadventuresystemsincludecombat,asexploredintheCombatsection.
Initiative
Inroundbyroundaction,determinewhogoesfirstvia
initiative
.Eachplayerrollsadicepool
setbytheDirectoratthestartoftheconflict.RollonceforeachDirectorcharacteraswell,
unlesstheDirectordecidesanumberofcharactersfitintoagroup.Thisusuallyholdstrueifa
groupofcharacterspossessidenticalgametraits.
Inmostroundbyroundconflicts,buildadicepoolfromthe
lower
ofFinesse+Awarenessor
Cunning+Agility.Thesedicepoolsaredesignedtofactorinbothphysicalreactiontimeand
perceptualprocessingspeed.
Thenumberofsuccessesgeneratesthe
tick
ratingforeachcombatant.Thisdoesntdirectly
determinetheorderofactions,butinfluencesthesequence,asfollows.Somepowersand
abilitiesmayinfluencetickratingandthus,initialinitiative.
Order of Actions
Donotpredeclareactionsbeforeexecutingthem.Playerscanwaituntiltheirturntodecidewhat
todo.Administertheorderofactionsasfollows.
1.TheplayerorDirectorcharacterwiththehighesttickratinggoesfirst.
2.Thefirstplayercharactertoactchoosesthenextplayercharactertoact.
3.Directorcharactersactonalternateturnswithplayerscharacters,eitherindividually,orifone
initiativerollwasmadeforthegroup,asthatgroup.Theygoinorderoftickrating.
4.Eachplayerdecideswhichplayercharacteractsafterthemtheyhandoffinitiative.The
recipientmustconsenttoreceivingtheopportunitytoactaskingforinitiativetopassto
somebodyelseistheequivalentofthedelayactionfoundinothergames.
5.Theremainderononesideofaconflictgooneaftertheotherside(playerorDirector
controlled)hasfinished.
6.Thelastplayercharactertoactbecomesthefirstplayercharactertoactinthenextround.
7.IfaDirectorcharacteractedfirstintheinitialroundduetotickrating,sheactsfirstinthe
next.
8.AcharacterwithFocusmayactatanypointintheroundanddoesnotneedtobehanded
initiative.Thatcharactersplayerthenhandsoffinitiativetoanothercharacter.Director
charactersinFocusdonothandoffinitiativeitsimplyrevertstonormal.
9.Nobodycangotwicewithouttheinterventionofrarepowers.
Fields
Thesiteofaction(abattle,chaseorwhatever)canbesplitintooneormore
Fields
.Powersmay
affectoneormorefields(makingthisanareaofeffectunit)butinmostcasescharactersmay
onlyinteractwiththeenvironmentorothercharactersinthesameField.Usecommonsense.For
instance,acharactercanshootfromthewindowofawarehouse(oneField)intoanadjacent
parkinglot(anotherField).EachFieldtypicallypossessesthefollowingcharacteristics.
Area:
ThisdescribestheFieldsphysicaldimensionsandwhatmakesitfittobeaseparateplace
forgamepurposes.
BorderBarrier(s):
TheseareterrainelementsthatseparatetheFieldfromotherFields.These
barriersoftenpossessadifficultyof2orhighertotraverse.Again,usecommonsense.
TacticalFeature(s):
AlmosteveryFieldpossessesatleastonefeaturethatgrantsanadvantage
toanyonewhotakesadvantageofit,andmightpossessafeaturethathindersoneorbothsides.
Range
Range
determinesthedicepoolsformanyactions,aswellasthetypesofactionscharacterscan
attempt.Forexample,acharacterarmedwithapistolcanattackatClash,NearandFardistances.
Inmostcases,acharactermayonlyaffecttargetsinthesameField,butparticularsituations,
weaponsandpowersmaybreakthisrule.Again,usecommonsensecharacterscanshootout
windowsintootherFields,andanexplosionofsufficientsizecanaffectmultipleFields.
Eachrangepossessesthefollowingcharacteristics.
Description:
Therangesgeneralmeaningandfunction.
TypicalDistance:
Thephysicaldistancerepresentedbythisrange.
CombatAttribute:
TheAttributerequiredfordicepoolstoaffecttargetswithappropriate
weapons.
Weapons:
Armscapableofaffectingtargetsatthisrange.
Range Table
[BEGINTABBEDTABLE]
Range Description
TypicalDistance
CombatAttribute
Weapons
Clash Inrangetotradeblowsbluntobjectsandblades,orgrappleandstrikeunarmed.
meters Might Unarmedcombat,meleeweapons,pistol
0to2
31to
Long Rangetoplanandexecutelongrangesnipingandspecialweaponattacks(compensating
forwind,etc.).
Over100meterstomaximumeffectiverange(standardis1000meters)
Discipline
Rifle,somebows,lightartillery
Indirect
RangeofheavymilitaryweaponsmustcompensateforcurvatureoftheEarth,
speedoflightdelays. Byweapon(typically1000+meterstoweaponmaximum10000meters
ormore)
Reasonordicepoolofguidancesystem
Missiles,navalrailguns,heavy
artillery
OutofRange Beyondmaximumweaponrange.
N/A
Beyondmaximumweaponrange.
N/A
[ENDTABBEDTABLE]
Barriers
Abarrierisawall,gaporotherfeaturethatrequiresextratimeand/orskilltotraverse.Most
Fieldsareseparatedbysuchbarriers.Eachbarrierpossessesadifficultyrating(whichmaybe0
butstillrequiresadiceroll).Theplayermustsucceedatarolltoclimb,jumporotherwisegetby
thebarrier.Somebarriersmightalsobetraversedwithoutaroll,butbyspendingtheround
climbing,balancingorotherwisenegotiatingthem.Gettingoverawallastallasyoumightjust
taketimeunlessyourebeingshotat,andyouwanttohustle!
IftherollscoresasmanyEffectsuccessesasthebarriersdifficulty(aboveandbeyondthe
difficultyitself)itdoesntimpedeacharactersmovement,ashesmoothlyjumpsorslipspastit.
Otherwise,charactersendyourmovementjustadjacenttothesideofthebarrier.
ThegotodicepoolsforovercomingbarriersareFinesse+AgilityorMight+Athletics.
Drop Prone/Stand
Charactersmaydropproneasareflexiveactionattheendofamove.Standingupfromprone
usesupacharactersmovefortheround.Theseactionsusuallydontrequiredicerolls.
Complicated Terrain
Someareasfeaturebarriersordifficultterrainthatcanbeignoredaslongasthecharactersuffers
theeffectsofaComplication.Forexample,acharactermightchoosetowalkthroughawallof
fire,sufferinginjury.Alternately,theplayercanrolltoleapoverorotherwiseevadesuch
Complications,buyingofftheirratings.
Difficult Terrain
Slipperyorunevensurfacesormovingupasignificantslopereducesyourmovementbyhalf
(roundmetersup).Thishalvessprintingbonusesaswell(seebelow).Anythinglessdifficultisnt
worthnoting.Anythingmoredifficultisabarrier.
Sprinting
RollFinesse+Athletics(difficulty0)asanactionfortheround,andadddoublethesuccessesto
Speed.Thismaybepartofamixedactiontorunandgun.
Injuries
Injuries,damagetoobjectsandhealinghavebeenmovedtoadedicateddocument.
Being In Focus
IfthegamewasafilmorTVshow,somemomentswouldplacecertaincharactersattheheartof
theshot,criticaltotheaction.
Focus
representsthismoment.AtanygivenmomentFocus
usuallybelongstooneplayerscharacter,andmightpasstoaDirectorcharacteraswell.Special
rulesmightmodifythis,butthegeneralrulesforassigningFocusareasfollows:
RoundbyRound:
Inanactionsequencewheretimegetsmeasuredinrounds,Focuspassesto
theplayerwiththelowestTickrating.Thatpersoncanassignittotheirowncharacterora
differentplayerscharacter,aslongastheotherplayeragrees.Thatpersonchooseswhogets
Focusnextround.EachplayerwithFocuschooseswhogetsFocusnext.Thesamepersoncant
haveFocustwiceuntileveryonehasitonce,andthesamecharactercanthaveittwiceuntil
everycharacterhashaditonce.Similarly,nobodygetsitthreetimesuntileveryonehashadit
twice,andsoon.
Unlessspecialcircumstancesapply,onlyoneplayerscharacterpossessesFocuseachround.
Inaddition,theDirectormayassignFocustooneDirectorcharacterperround.Shefreely
chooseswhohasFocus,andcanassignittothesameDirectorcharacterinsuccessiverounds.
TheDirectorcanalsochoosenottoassignFocusatall.TheDirectorcharactercanpossessFocus
atthesametimeasaplayerscharacter.
ScenebyScene:
Whenascenedoesntuseroundbyroundtiming,thegrouporDirector
chooseswhopossessesFocusforthescene.Focuslastsuntiltheplayerrollsdiceforthe
character.Itdoesntcomebackuntilthenextscene,whenitgoestoanewcharacter,again
chosenbythegrouporDirector.
Teamwork:
Whenperformingacomplexactionwithteamwork,onememberoftheteam
selectedbythegrouporDirectorhasFocusduringeachtimeinterval.Focuspassesfrom
charactertocharacter,withnocharactergettingitagainuntilallhavehadit,basedonthegroup
orDirectorsdecision.
Effects of Focus
BeinginFocusconfersthefollowingbenefitsanddrawbacks.
FailuresareBotches:
WhenacharacterfailsduringamomentofFocus,itautomatically
becomesabotch.Shetriumphsorreallyblowitsnothinginbetween.
AutomaticEnhancement:
Theplayeraddsa1successEnhancementtoonecharacteraction.
AbilityActivation:
Dependingonthegameandsituation,certainabilitiesmayactivatewhilein
Focus.Thisnoteleavesspaceforsuchinnovations.
ActatAnyTime:
Duringroundbyroundactionthecharactermayactatanytime,nomatterthe
normalsequence.Thecharactermayevenpreemptanothercharactersactionafteritsalready
beendeclared,thoughaftertheFocusbearingcharacteracts,theotherplayercanchangeher
mind.
SpendMomentum:
TheplayermayspendthelowestofallavailableMomentuminyourblack
poolorthemaximumyoucanspendbasedontier.Hemaynotspendlessthanthis.
Factor Traits
Sardonyx
gamesincludegiants,swiftstarshipsandmountainshatteringblows.Tohandlethese
extremecircumstancesthegameused
FactorTraits
.EachFactorTraittypicallyusesa110
scale(withafewexceptions)whereeachFactorrankrepresentsanorderofmagnitudeincrease.
ThethreeFactorTraitsare:
Scale:
Thepoweracharacter,creatureorobjectcanimposeontheenvironmentorother
beings.ThiscanapplytoPhysical,MentalorSocialactions.
Size:
Selfexplanatory.
Speed:
Howswiftlyacharacter,creatureorobjectmoves.
Powers,equipmentandothercircumstancescaneachinfluenceanyFactorTrait.
Scale
The
Scale
mechanicexiststogovernthepowerofactionsandobjectsinthesystemthatexceed
baselinehumancapabilitiesbyoneormoreordersofmagnitude.Gameconsiderationsdemand
thatdifferencesinScalecannotcompletelyoutclassweakercharactersandconflicts,butshould
stillprovidetheimpressionofpowerwithinthestory.ThismeansthatScaletreatsminor
charactersandobjectsdifferentlythanplayerscharacters,importantDirectorcharactersand
heroobjects.
UseScaleinconjunctionwithSizeandSpeedinsituationswheresomeoneorsomethingcanact
withadditionalpotencybeyondthosetraitsnarrowcategories.Forexample,Sizedoesnt
automaticallymakeacreaturestronger.ApplyScaletoagiantsMightinadditiontoSize.
Scale Table
[BEGINTABBEDTABLE]
ScaleFactor Description
Intensity*
Mundane
Daredevil/Psion
+1
Stalwart
+2
x5
Heroic +3
x10
Proxy +5
x20
Demigod+7 x50
x2
Magnitude
Nova +12
x100
God
x200
Aberrant(TrinityEra)+31
10
Titan +40
+19
x500
x1000
*
IntensityFormula:
AfterIntensity2,addthebonusesfromthelasttwoFactorstocalculate
thenextFactorsIntensity.
[ENDTABBEDTABLE]
Using Scale
Interpretthetableaboveasfollows.
ScaleFactor:
SomesystemsthatmanipulateScalemaymakeuseofanumericrating.
Description:
Akeywordfornotationandmnemonicpurposes.Powersforthecharactertypes
listedshouldperformatthecorrespondingScalebydefault,withadjustmentsupordownbased
ondegreeofspecializationandsettingspecificsituations.
Intensity:
Addthisvaluewhereapplicable,asfollows:
AsanEnhancementtoaparticulardicepoolandaction,ifScaleimprovesitsabilitytosucceed.
AsabonustoparticularformsofEffect,ifIntensitywouldmaketheoutcomeofanactionmore
powerful.
OnlyapplyIntensitytoapplicableelementsindividually.Forexample,acharacterwith
Daredevil(Factor2)swordfightingaddsa+1EnhancementtoWeaponrybaseddicepoolswhile
usingasword.AdivineswordmightprovideitsGodly(Factor8)+19toEffectspurchased
throughtheuseofasword,butaddsnoEnhancementthecharactermustdependonherown
abilitiestostriketrue.IftheDaredevilfenceracquiresthedivinesword,shebenefitsfromthe+1
Enhancement
and
+19toswordEffects.
Magnitude:
Multiply
EffectsuccessesthatfallunderapowerthatprovidesScalewhenusingit
totargetminorcharactersandordinaryobjects.Thismultiplierdoesntapplytoplayers
characters,majorDirectorcharactersandimportantobjects.Forexample,aDemigodFactor
blastthatannihilatesnormalvehicles(50Effectpersuccess!)mayjustbatterthetruckyour
heroesuseregularly.
Forstaticscores,multiplythebasetrait+IntensitybyMagnitudetofindoutitseffectivetotal
versustrivialopposition.
IfonlypartofadicepoolbenefitsfromScale,applyMagnitudeonlytosuccesses(including
Enhancements)derivedfromthatcomponent(AttributeorSkill).
Intensity vs Magnitude
Thissystemshootsrealismoutthewindowwithacannon,andforagoodreason:encountersof
differingscaleneedtobesurvivable,evenifonlybytheslimmestmargin.Intensityrepresents
thepowerofanactionfordramaticpurposes.Magnituderepresentsanapproximationofits
realisticpower.
Example:
AVARGbattlesuitoperatorshootsatMalcolmscharacterwithacannonthatinflicts
Scale4damage.Theweaponscores5damage.The+3IntensityEnhancementaddstodamage,
soMalcolmscharactersuffers8damagetotal(maybeenoughtokillhim,maybenot).Against
minorcharactersandunimportantstructures,thecanoninflicts50damage(5x10)instead.
Procedurals
Procedural
playisfocusedon(butdoesntexclusivelyuse)MentalAttributes.Procedurals
chronicleinvestigationsandsolvingproblemswithintelligenceoverrawforceorcharming
words.Charactersusethesesystemstoprogressthroughthestorybyfindingclues,building
helpfulequipmentandformulatingeffectiveplans.Proceduralelementsworkhandinhandwith
therestofthegame.Charactersmightinvestigateathreattoconfrontitduringan
actionadventurescene,orbuildawondrousdevicethatvaultsthemintoelitecircles,preparing
themforintrigue.
Proceduralplayincludescraftingitems,coveredinitsownsection.
Information Gathering
Overthecourseofastorycharactersmightneedtodelveintoasecretlibraryorinvestigatea
crimescene.Theymightfindahiddendoororcrackacode.Informationgatheringsystemsexist
tonotonlydeterminehowgoodajobtheydo,butencouragecollaborationandtheuseofa
diverseskillset.IfitallboilsdowntoasmallnumberofAttribute+Skillpools,therewontbe
anywayforcharacterstospecializeindifferenttypesofinformationgathering.
Clues
Thegoalofinformationgatheringistofind
clues
:informationthatdrivesstoryprogress.This
meanscluesshouldntjustansweraquestion,butinspireactionbyeitherprovokingmore
questionsthatrequirenewefforts,orrevealingproblemscharactersshouldfeelmotivatedto
solve.
Sardonyx
recognizestwotypesofclues:
coreclues
and
alternativeclues
.
Core Clues
Coreclues
arebitsofinformationcharactersneedtolearntoexplorethestoryahead.Never
depriveplayersoftheseclues.Thehardandfastruleisthatifcharacterscreatethecircumstances
todiscoveracorecluetheyautomaticallydoso.Thisusuallymeansbeingintherightplace,
timeorsocialsituationanddoingwhatisnecessarytouncovertheclue.
Acharactermaywishtogetmoreinformationoutofaclue,necessitatingaroll.Inthiscase,
removeonediefromtheapplicabledicepoolandcountitasanautomaticsuccess,thenrollthe
rest.
Example:
Tarainvestigatesamurder.Theresacoreclueatthecrimescene:ashardofstrange
blackmetal.Thisisacorecluebecauseitsafragmentfromthekillerssorcerousblade,andthe
storyisfocusedonfindinghim.Ifshegoestothecrimesceneandlooksforit,shell
automaticallyfinditnodicerollrequired.Ifshedoesntgotothecrimescene,sheobviously
doesntsucceed.
SomecorecluesrequirespecificSkillsorPaths,butplayersneverneedtorollthesejust
possessingthemanddoingwhatsnecessaryrevealstheclue.Note,howeverthatDirectors
shouldneverdesignacorecluethatrequiresSkillsorothertraitsthecharactersdonthave.
Alternative Clues
Alternativeclues
arentessentialtothestory.Deploythesewhencharacterswanttobuild
informationtosatisfypersonalagendas,curiosityandpossiblesidestories.Alternativeclues
dontrevealthemselvesautomatically.
Example:
Stevescharacterwantstostudythenamesofdemonsaspartofaprojecttosummon
them.Hellneedtonotonlyfindanoccultlibrary,butStevemustrollsseeifhischaracter
discoversanything.Successisnotassured.
Clue Information
Themoresuccessestheplayerscores,themoreinformationtheDirectorsharesabouttheclue.
Thisisusefulevenwithcoreclues,asfurthersuccessesprovideinformationaboveandbeyond
theabsoluteminimumneededtokeepthestorymoving.
Everyclueimpartsvariousformsofinformationbasedonitsorigins.Characterscanexaminea
clueindifferentwaystounearthnewstreamsofinformation.Thesestreamsbelongtothe
followingcategories.
RawInformation:
Eachsuccessprovidesanotherchunkofinformationrelatedtothecluebut
doesntattempttointerpretit.Thisiscommonforsimpleperceptionandresearch.Thecharacter
getthefacts,butnotwhattheymean.Eachsuccessbeyondthefirstprovidesanadditionalchunk
ofinformation.
Example:
With3successestofindthechunkofblackmetal,Tarascharacternotonlyfindsthe
metal(thiscamefromtheautomaticsuccessgrantedforacoreclue)butalsonoticesthatone
edgehasbeenintentionallysharpenedandthatthemetalappearstobebeenforgedratherthan
cast.
Interpretation:
Eachsuccessgrantsonechunkofinformationorgreaterdepthwhenitcomesto
understandingwhatthecluemeans,intermsofitsrelevancetothestoryorthecharacters
interests.Charactersearnthisstreamwithactionsthathaveanalyticalaspects.
Example:
Tarascharacterspendsanotherscenesurveyingthelocationwhereshefoundthe
blackmetal,andpondersitsshapeandlocation.2successestellsherthatduetothefactitmust
havebrokenoffagainstahardsurfaceanditsdistancefrombloodspatterpatterns,itwaspart
ofaweaponorobjectthatwasusedinaprotractedfight.
QA:
Each
successentitlestheplayertoaskonequestionabouttheclue,whichtheDirector
eitheranswersorsubstitutesananswerforanotherbitofinformation.TheDirectorshould
providealternativeinformationwhenplayerasksquestionsthatwouldnthelp,orcannotbe
answeredusingthecluefindingmethodbeingdeployedQAfromarollanalyzesomething
cantbeusedtosharemorerawinformation,forinstance.Usecommonsense,asthismethod
shouldneverbeusedtoconcealobviousinformationorunreasonablyhindertheinvestigator.
Example:
Stevescores3successesforhischaractersstudyofthedemonologicalarchive.This
entitlesStevetoaskthreequestions.
PlayerCreation:
IftheDirectorhasnoparticularinformationtoshareandtheplayerwantsto
developcertainideas,eachsuccessallowstheplayertoinventafactabouttheclue,subjectto
Directorapproval.IstheDirectordoesntapprove,youcandevelopanalternativeorrequest
informationviatheothermethodsinthissection.Playercreatedinformationislimitedtothe
typesdeterminedbythemethodofinvestigation.Theplayercannotusesuccessestocreate
interpretationsthroughamethodlimitedtoprovidingrawinformation,forinstance.
Example:
WhenStevescharacterresearchesthetruenamesoffourdemons,theDirectortells
Stevetoinventtheirnamesandoccultpurviews.Hedoesso,thoughtheDirectorvetoesyour
demonprinceofclownsasamooddestroyingelement,andtellshimtodevelopanalternative.
Combined:
Playersmaycombineanyofthemethodsabove,dividingsuccessesaccordingly,
thoughtheyarelimitedtowhattheircharacterscangleanthroughparticularinvestigative
methods.
Delayed:
Insomecasescharactersmightfindcluesthatarentrelevantnow,butbecomeobvious
whenasituationcomestolight.Inthesecases,recordthenumberofsuccessesalongwitha
descriptorforexample3successes(WeaponizedCybernetics).Whenasituationthatmightbe
relevantcomestolight,theplayerorDirectorcancalluponthosesuccessesforanswers.
Example:
Tarascores3successesfromhercharactersstudiesofWeaponizedCybernetics.Her
characterencountersanassassinwhosearmburstsopen,revealinganimplantedblade.She
wantstoknowwhomanufacturedthis,andtellstheDirectorshewantstoactivatethe3success
cluesheheldinreserve.
Information as Enhancement
Finally,thelastwelltospendsuccessesforclues(iftheDirectoragrees)isforaplayertouse
cluefindingsuccessesasanEnhancementtorollsthatinformationwouldaid.The
Enhancementsdurationdependsonthesituation.Forexample,ifStevescharacteranalyzesan
enemysfightingstyleandscore3successes,hemightgaina3successEnhancement
onceafterthat,hisopponentswitchesthingsup.IfTarascharacteranalyzesapatients
medicalrecordsbeforesurgery,theEnhancementmaypersistthroughboththeoperationand
recoveryperiod.
Finding Information
Thefollowingbasicinformationgatheringmethodsshouldbeusedtodeterminethedicepools
required,alongwiththeinformationcharacterscanharvestfromcluesusingagivenmethod.
NotethatInformation,listsmultiplepossibilities,butthesituationmaycallfortheDirectorto
narrowthingsdown.Insituationsthatshouldcallforcharactercooperation,itsusuallyagood
ideatoatleastsplitrawinformationandinterpretationacrossseparatestreamsofinquiry.
Analysis
Thecharacterusesherowneducationandunderstandingtofigureouttherelevanceofaclue.
Shemusthavealreadyfoundtheclueandacquiredthenecessaryrawinformation.
DicePool:
Reason+appropriateSkill(Specialtysometimesrequired).
Information:
Interpretation,QA,PlayerCreation.
Interview
Thecharacterinterviewsasubjectwhoknowsabouttheclue.Thesubjectmustbeopento
sharinginformation.GettingtothispointmayrequireSocial/Intrigueactions.
DicePool:
Influence+Persuasiontoopenlyinterviewsomeone,Subtlety+Empathytoelicit
informationcovertlybyreadingnonverbalcuesandsubtlydirectingtheconversation.Incasesof
sociallyoremotionallyvolatileinformation,theplayermayencounteraComplication.Shecan
ignoreittogettheinformation,butoffendthesubject.
NotethatinterviewingisalsoamanipulationactionandisinfluencedbythesocialAtmosphere
betweenyou.SeeManipulationfordetails.
Information:
Any,limitedbythesubjectsknowledge.Forexample,anonexpertcouldtell
sharememoriesoftechnicaljargonhesheard,butnotwhatitmeans.
Channels
Thecharacterusestiestoanorganizationorsortsthroughitschainofcommandtofind
informationinitsrecordsorpersonnel.
DicePool:
UsingthismethodsrequiresanAccessroll(seePaths)ifthecharacterpossessaPath
withchannelsintothesourceoftheclue.Otherwise,thecharactermustforceaccessbygaining
theconfidenceofsomeonewithchannels,impersonatingsomeonewithlegitimateaccess,orby
enteringafacilitystoringtheinformation.
Information:
Any,limitedbythemedium,anycontacts(orlackthereof)andwhatthe
organizationhasstored.Forexample,acorporationmaykeeprawdatadumpsinitslabs,leaving
itsresearcherstointerpretthemeaning,whileitsexecutiveofficescontainhighlevelsummaries
oftheexpertsconclusions.
Hacking
Thecharacterbreaksintoacomputerorothersystemwithrulesbasedpermissions(suchan
Enochianangelichierarchyorcodednotebook)toacquireinformation.Notethattheabilityto
controlthesystemisconsideredinformationforthepurposesofthisroll.
DicePool:
Cunning+Enigmas.TheappropriateSpecialty(CryptographyorSoftware)isalmost
alwaysrequired.
Information:
Dependsonthecontentsofthesystem.Forverylargearchivesthisispartofa
stagedcomplexaction,wherethenextstepissearchingthearchive(seeSearchinganArchive,
below).
Evidence Research
Thecharacterperformsexperimentsandtechnicalanalysestoraisefurtherinformation.Shemust
possesstheappropriatematerialsandfacilities.Thisincludesmethodicallyexaminingacrime
scene.
Notethatregardlessoftherollssuccesses,acharacterwillalwaysfindanyinformationthatis
routinelyuncoveredbysuchtests,aslongtherollsucceedatallifadoctorrunsabloodpanel
withstateoftheartlabequipmentdoesntscrewup,shesnotgoingtogetapartialresult.Ad
hocequipmentandlessthanidealconditionsmaychangethis.
DicePool:
Discipline+Research(Specialtyusuallyrequired).Innovativeresearchmayemploy
Reason+Researchinstead,butstandardproceduresmerelyrequirefocusandattention,not
cleverness.
Information:
RawInformation,QA,PlayerCreation.
Searching an Archive
Thecharactersiftsthroughalibrary,electronicarchiveorotherrepositoryofinformation.
Gettingintothearchivemightrequiresocialactionsorhackingfirst,makingthispartofa
complexaction.
DicePool:
Discipline+Research,assumingalarge,logicallyorderedarchive.Asetoffivefiles
requiresnorollatall,whileanarchiveconsistingofthousandsofstrangescribblingsonthe
wallsofahauntedmansioncouldrequireDiscipline+Enigmasinstead.
Information:
Dependsonthecontentsofthearchive.Forexample,onearchivemightreveal
whotheelectedofficialsinasmalltownweretenyearsago(rawinformation),butanothermight
containarchivednewsdetailingtheissuesthatpropelledcandidatesintooffice.
Sensing
Thecharacteruseshissensestodetectsomethinghespotssomeonelurking,orhearsthe
whispersofanundergroundstreamnearby.Thisisyourbasicperceptioncheckorhearnoise
roll.
DicePool:
Cunning+Awareness.
Information:
RawInformation,QA,PlayerCreation.
Intrigue
Interpersonalties,relationshipsandrelatedfalloutbelongtothe
intrigue
aspect,whichfavours
Socialsystems.Intrigueincludesmanaginginstitutions,pursuingromances,bullying,social
manipulation,blackmailandmore.Itblendsintoactionadventureandproceduralelementsby
bringingcharactermotivesandfeelingstothefore.
Social Systems
Usethefollowingsystemstoinfluencethesocialenvironment.Differentgameswilldemand
distinctapproachestosocialaction,sodontfeelthatjustbecausethesesystemsexistyoure
obligatedtousethem.Inmanycases,characterswillenterthestorywithspecificmotivesthat
overridesystems.Ontheotherhand,dontshyawayfromtheseruleseither.Characterswitha
socialfocusdeservetohavetheireffortsrewardedthroughplay,andtheserulesprovidewaysto
dothat.
Thesesystemsdifferfrompredecessorsandcounterpartsinothergamesbydividingsocial
actionsintodistinctcategories.Likeproceduralinvestigationsystems,socialsystemsare
designedtoallowcharacterstospecializeincompetencewithindifferentcategories.
Accordingly,nodicepoolorshortlistofpoolsshouldprovideallaroundcompetence.
Furthermore,socialactionsasaformofcombat,isnotthecoreelementofthesystem,butonly
onecategory.Youdontoverpowersomeonetomakefriendswiththemorfallinlove.Thats
whysocialsystemsincludecooperativeandcollectiveaction.Systemsshouldavoidmodelingall
socialinteractionsascombatorimposingpoweroveranother.Themanipulationsystem(see
Manipulation)coversthataspectofsocialplay,butdoesnotdefineit.
SocialsystemsincludeacquiringinformationandadvantagesthroughPaths.Thisiscoveredin
thePathssection.
whetherornotcharactersmayrenewabond,butthisshouldalwaysrequiretheconsentof
participantsplayersalongwithroleplayingthatmakessuchanactaplausiblepartofthestory.
Strongerbondspossessdrawbacks.Theypenalizecertainactionsorimposeotherdisadvantages.
Charactersmaydenythebondsdrawbackbutiftheyyoudotheyloseaccesstothebond.
Characterscannotbeforcedintoabond.Anythingthatwoulddososhouldbetreatedasa
manipulationactioninstead.SeeManipulationfordetails.
Example Bonds
Thefollowingbondsprovideanexampleformatanddemonstratewhatbondscando.Directors
shouldcreatetheirownthefollowinglistisjustastartingpointthatcoversafewimportant
types.
Camaraderie
Forgedintheheatofbattleortheruckusofanoffice,participantsfeeladeepconnectionwith
theirfellowwarriors,workers,artistsandotherswithwhomtheyvefoundcommoncause.A
comrademightnot
like
fellowparticipants,butdamnitifshedoesnt
respect
them.
Action:
Thecharactermustspendanactordayworkingwithotherparticipantstowarda
commonobjectivewithaseriousgoalnotwinningabaseballgameinthepark,butoneinpro
leagueplay,oratleastagainstsomeassholesfromarivalcorporationorstarship.Thepractical,
professionaloremotionalstakesshouldbehigh.
DiceRoll:
Subtlety+theSkilltheparticipantwasusingthemostorwiththemostnotable
effectsduringtheperiodofcooperation.NotetheSkillwhenscoringsuccesses.
Duration:
Oneactorday.
Feature:
Insituationswhereabondparticipantcanissueencouragingwords,actasapractical
assistant,orcooperateonacomplexactionwithotherparticipants,eachsuccesstranslatestoa1
pointEnhancementtheparticipantmaygranttoacomradewhosusingtheSkillthe
giver
used
tohelpcreatethebond.Thus,thebestmanifestationsofthisbondarebuildusingdiverseSkills
toguaranteemaximumflexibility.
Drawbacks:
IfanyonefailsarollEnhancedbythebond,theylosethevibeofbeingpartofa
welloiledteamanddropoutofthebond.Ifanyonebotches,theactisdemoralizingand
disruptiveenoughtowreckthebondforeveryone.
Friendship
Afterspendingtimegettingtoknoweachother,twoparticipantsmakeaconnection.Theyre
friendsnow,andwhentheyhelpeachothertheconnectionmakesthingsalittlebiteasieror
tolerable,inthecaseofmovingbodiesorperformingothernoxioustasks.
Notethatthisbondrepresentsonetoonefriendship,buteachcharactercanofcoursebuild
multiplefriendships,eachwithseparatebonds.
Action:
IttakesanActtoconfirmafriendshipbyhunkeringdownforaseriouschat,shooting
theshitwithabeerorotherwisedevelopingrapport.
DiceRoll:
Subtlety+Empathy
Duration:
Spendable
Feature:
Addtheparticipantsmilestonesuccessestogether.Whenoneparticipantsplayerfails
orbotchesaroll,shemayspenduptohalfofpointsfromthissharedtotaltoaddtothe
EnhancementsheprovideswhensheearnsMomentum,andusesitaidherfriendsnextaction.
Thetwofriendsmustbeabletocommunicatewithoneanother.
Drawbacks:
Ifaparticipantcancommunicatewithherfriend,shecanhinderhereffortswith
discouragingwords,assumingshewantsthefriendtofailorrefusetoact.Thediscouraging
friendcanspenduptohalfthesuccessesfromthesharedpooltoadddifficultytoher
counterpartsaction.Ifshedoesso,thevictimofdiscouragementknowsoftheupcoming
penalty,andcaninsteadopttonotperformthetask.Inthatcase,itdoesntcostanyofthebonds
successes.
Love
Lovesawonderfulthing.Ormaybeitsabattlefield.Acharactercanformabondwithmore
thanonelover,butmustestablisheachoneseparately.(Notethatnothingpreventsacharacter
fromformingalovebondwithhisloverslover.)Beyondromance,lovemightalsorepresentthe
strongestbondsoffamilyandfriendship.
Action:
ItusuallytakesatleastanEpisodeorweektofallinlove,thoughoneparticipantmay
spendapointofSourcetoinitiateloveatfirstsightwithawillingparamour.
DiceRoll:
Subtlety+EmpathyorRomance.
Duration:
Spendable.Barringabadend,Lovebondsmaybereestablished.
Feature:
IfoneparticipantgainsFocus,eitherlovermayspend2successes,orbothmayspend1
successeachfromtherolltobringtheotherintoFocusatthesametime,inarareexceptionto
therulethatonlyoneplayercontrolledcharactermayachieveFocusatthesametime.Ifoneof
theparticipantsisaDirectorcharacter,shecanbebroughtintofocusinadditiontothecharacter
theDirectorwouldnormallyselect.
Drawbacks:
EachparticipantsuffersaComplicationequaltohisinitialsuccesseswheneverhe
triestoperformanyactionhisloverwouldstronglydisapproveof,ordoanythingthatwouldput
hisloverinincreaseddanger.Thecriterionishishonestbeliefnotnecessarilytherealityofthe
situation.IfheignorestheComplication,hedestroysthebondbyeitheralienatingtheloveror
damaginghisbeliefinthebond.
Inaddition,anyonewhoattemptstomanipulatethecharacterbythreateninghislovergainsan
Enhancementequaltothecharactersinitialmilestonesuccesses.Thecharactercaneliminatethe
Enhancementbutagain,sacrificesthebondinreturn.
Manipulation
Dominating,seducing,cajoling,lyingtoandotherwisegettingindividualstodoandthinkthings
fallsunderthecategoryof
manipulation
.Influence+CommandorPersuasionarethemost
commondicepoolsforobviousmanipulations.Subtlety+PersuasionorEmpathycovermany
covertactions.
Withtheexceptionofintimidatingandthreateningactions,manipulationscanonlyprovoke
behaviorsthesubjectwouldntbeabsolutelyopposedto.Theypersuadethesubjecttodoor
thinksomethinghehasnomotivetostronglyacceptoroppose.Ifthetargetwoulddefinite
opposethemanipulation,itjustisntpossiblechanginghisbehaviouristhefunctionofsome
supernaturalability.Ifthetargetwantstodoorthinkthedesiredthinganyway,norollis
required.
Forms of Manipulation
Manipulationsfallintotwocategories:
Simple:
Theseonlyrequireoneroll.ThedifficultyisusuallythesubjectsPoise.Usethisoption
insituationswhereitwouldntbeinterestingtoplayouttheprocessofinfluencingasubjects
behavior.Atmosphere(seebelow)adjustsdifficulty.
Complex:
Thesemanipulationsrequiremultiplerolls:partsofacomplexactionwithanumber
ofmilestones.CharactersusuallyneedtohitanumberofmilestonesequaltothesubjectsPoise,
butthismightchangebasedonthecircumstances.Inthesecases,basedifficultyonthe
prevailingAtmosphere(seebelow).
NotethatplayersmayattemptadditionalrollstoshiftAtmosphereaspartofcomplexactions,
buttheseuseupchancestohitmilestones.
Blocking a Manipulation
AplayerorDirectorneverhastoaccepttheresultofamanipulationroll.However,refusingthe
resultofasuccessfulmanipulationawardsMomentumtothemanipulatorsredorblackpoolat
therateof2pointsperdicerollforanordinaryrefusal,or3pointsperrolliftherefusalis
especiallyvehement.Ifbothmanipulatorandrefuserareplayercontrolledcharacters,theaward
goestotheDirectorsredpool.Inanycase,Momentumaddedtoaredpoolduetorefusinga
manipulationdoesntcountagainstthepoolsmaximum,andifleftunspent,transferstothenext
groupofDirectorcharacterstoenterthegame.(Note,however,thatthisbonusMomentum
shouldalwaysbespentfirst.)
Atmosphere
Theprevailingsocial
Atmosphere
influencesmanipulations.Thistraitmeasuresthegeneral
socialvibethatexistsbetweenthemanipulatorandhertarget.Sometimesagroupofpeople
sharethesameAtmosphere,dependingonthesocialcontext.Forexample,everyoneatadinner
partymightbeOpen,indicatingtheywanttotalkandsocialize,butarentexpectingaprofound
meetingoftheminds.Inothersituations,Atmospheredependsonindividualimpressionsand
relationships.ThekidsatapunkshowmightbeOpentoeachother,butOffPuttingtothe
middleagedguyindesignerathleticwearrockingagoldchainbutthatguymightbeOpento
them,eventhoughtheyrenotreturningthefavor.
Atmosphereadjustsmanipulationdifficultiesaccordingtothetablebelow.Theseadjustments
applytoplayerscharacterswhenevertheyreintheappropriatesituation.
Atmosphere Table
[BEGINTABBEDTABLE]
SimpleDifficulty/Enhancement
Violencemightbejustaroundthecorner.
Incombat.
+3difficulty 5
Hostile Yourpresenceisactivelyresentedpeoplewantyoutogoaway.
4
OffPutting
Suspicious,biasedorsmarmy.
Complex
+2difficulty
+1difficulty 3
NeutralPersononthestreetorinanofficeinpeacefulcircumstances.
difficulty
2
Default.
Open Peoplewhohaveagreedtomeetyoutogetthingsdone.Hobbyandprofessionalgroups,
andpartiesatleastuntiltheyformcliques. CharactersorganizedunderacommonPathorthe
Camaraderiebond. +1Enhancement
1
Friendly
Nondysfunctionalbutnotexceptionallyclosefamily,peoplewhowouldlendyou
money.UndertheFriendshipbondorImpressed(manipulated).
+2Enhancement
0
Enamored
Lovers,closestfamilyandyourgreatestcomrades. InLove(underthebond)or
Seduced(manipulated).
+3Enhancement
0/+1Enhancement
Intimidated Prisonersandthoseyoupossesspoweroverwithouttheirconsent. Intimidated
(manipulated) +1Enhancement
0/+1Enhancement
Terrorized
Peopleyouvethreatenedwithdeathorserioustrauma.
(manipulated) +3Enhancement
0/+3Enhancement
Terrorized
[ENDTABBEDTABLE]
Sample Manipulations
Thefollowingmanipulationsdescribesomecoreactionsandserveasmodelsforothers.
Deceive
Thecharacterconveysinformationhebelievestobefalse,doinghisbesttogiveittheringof
truth.Notethatyoudontneedtosucceedtodothisinstead,thisrolldetermineshowdifficult
itisforsomeonetoseethroughtheruse.
Action:
Simple
DicePool:
Subtlety+Empathy,orSubtlety+Performanceifthedeceptiontakesplacethrough
writing,textingorsomeothermedium.
Effect:
Therollgeneratesdifficultytodetectthedeception.Thedeceptionisonlyobviously
falseifthecharacterbotchesorifcircumstancesdictatethattherusewouldbehardtoswallow.
Favor
Thecharacteraskssomeonetodoherasolid,lendahandwhatever.Theyreallfavors.
Action:
Immediatefavors(CanIborrow20bucks?)aresimpleactions.Favorsthattaketime
toplayout(Ineedinvestors,brah!)arecomplex.NotethatifthecharacterpossessesaPathor
otherconnectionthatprovidesspecialaccesstothepersonshelp,usethosesystemsinstead.
DicePool:
Basedontheployusedtocurryfavor,butPersuasionisusuallythecriticalSkill.
Influencebasedrollsusuallycoveropenlyaskingforhelp,whileSubtletyappliestoinfluencing
someonetohelpthecharacteroftheirownvolition.Adjustdifficultyaccordingtohowmuch
thefavorwouldinconvenienceorannoytherecipient.
Effect:
Thecharactergetsthefavor.Notethatcharacterscantwinfavorsthatthreatenthe
giversphysicalorpsychologicalintegrityunlesssheTerrorizesthem.
Impress
Thecharactermakeafavorableimpressionasakind,talentedorintriguingperson,building
FriendlyAtmospherebetweenhimselfandthetarget.
Action:
Simpletomakeafirstimpressionthatlastsforthescene.Complextobuildlasting
respectthatonlyvanishesifthecharactercontradictitwithotheractions,orspendsasignificant
amountoftimeoutofcontact.
DicePool:
Thisdependsonapproach.Presence+Performancemightmakeanimpressionasa
singeroractor,whileSubtlety+Empathycouldbeusedtogettoknowthesubjectinabar.
Effect:
ThetargetfeelsFriendlytowardthecharacter.ThisdoesntgranttheFriendshipbond,
justtheFriendlyAtmosphere.Thebondis
true
friendship.Thisismanipulation.
Intimidate
Throughimpliedthreatsorcallinguponarealorimaginedimbalanceofpower,thecharacter
preventsthetargetfromtakinganunwantedactionandimposestheIntimidatedAtmosphere.
Action:
SimpletoimposeIntimidatedforascene,orcomplexforalongerdurationsetbythe
scenario.Blackmailcanlastforalongtime.Wavingagunaroundusuallystopsworkingwhen
thebullylosesthegun.
DicePool:
TypicallyInfluence+Persuasion,butcharactersmightuseblackmail,humiliation,a
nastysmackacrossthefaceorothermethodstointimidatesomeone.
Effect:
ThecharacterimposestheIntimidatedAtmosphere.Shecanalsoforbidthetargetto
performacertainactionorclassofactions.(Notonestepforward!orDontgotothecopsif
youknowwhatsgoodforyou.)ToelicitothertypesofbehaviorrequiresaseparateFavorroll,
whichbenefitsfromtheIntimidatedAtmosphere.
Interview
Thisisthesameastheinformationgatheringactionofthesamename.SeeFinding
Informationforsystems.
Seduce
Thecharacterseducessomeonewhoisopentobutunsureofpursuinganintimaterelationship.
ThisgeneratestheEnamoredAtmosphere.CharacterscannotseducesomeonewhoisIntimidated
orTerrorized.
Action:
Thisdependsonthetargetsagenda.Ifthecharacterwantsabitoffunintheclub
bathroom,thatsasimpleaction.Itseffectsusuallydontlastmuchlongerthanascene.Ifhe
wantstoworkthroughaseriesofdinners,lovenotesandmoonlitwalks,theplayermustroll
throughthemilestonesofacomplexaction,buttheeffectsshouldlastmuchlonger.
DicePool:
Influence+Persuasionisthemostcommondicepool,butothersmayapplybasedon
thecharactersapproachandhisintendedstastes.
Effect:
Beyondthecarnaladvantages,thecharacterandhisbeausharetheEnamored
Atmosphere.Notethatseductionisntthesameasreallove,thoughitmightincludeit.Actual
loveprovidesaccesstotheLovebond,however.
Taunt
Insultsandsasstriggerbadbehaviorfromthevictim.
Action:
Simple
DicePool:
UsuallyInfluence+Empathy,butotherpoolsmightbeappropriateforatrolljobor
academichitpiece.
Effect:
Thetargetreactsinanger,performinganillconsideredactionthemanipulatorsplayer
andtheDirectororsubjectsplayeragreeto.ThisimmediatelychangestheAtmospherebetween
themtoHostile.IfitwouldalreadybeHostile,themanipulatormayswitchittoThreateningto
provokeaviolentornakedlythreateningresponse.Incombat,asuccessfulTauntmayforcean
enemytoattacktheinsultingcharacterinsteadofherintendedvictim.
AtmospheremodifiersneveraffectTaunts.
Terrorize
Thecharacterforcescompliancebyexplicitlythreateningthetargetorsomeoneshecaresabout
withseriousharm.Themanipulatormustappeartohavethemeansandopportunitytomake
goodonanythreat.ThisimposestheTerrorizedAtmosphereforadurationdeterminedbythe
scenario.
Action:
Simple.Theoreticallysomeonecouldimposeanextendedperiodofterror,butsuch
formsofabusemightbebetterhandledthroughpurenarrative.
DicePool:
UsuallyInfluence+EmpathyorPersuasion,butwrittenandothernonverbalthreats
usedifferentdicepools.
Effect:
ThesubjectisTerrorized.Shecannotknowinglyactagainstthemanipulatorsinterests.
Afterthat,thethreateningcharactermaydemandFavors,includingthosethatmightleadto
selfharm,thoughtheharmcanneverseemasbadasthatpromisedbyyourthreat.