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William Moore 2024-05-09 04:43:52 -05:00
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@ -62,7 +62,7 @@ The characters have the following abilities which have 18D distributed among the
\section*{Skills} \section*{Skills}
At creation, a character has 7D to divide among any number of different skills. The following is a list of some skills, their associated attributes, the execution time, and their descriptions. If there are multiple attributes associated, choose one for the skill. At creation, a character has 7D to divide among any number of different skills. If there are multiple attributes associated, choose one for the skill.
\section*{Tasks and Making Dice Rolls} \section*{Tasks and Making Dice Rolls}
@ -79,11 +79,11 @@ Here is a table of task difficulty values usable for determining in a vague sens
Difficult & 16 - 20 \\ Difficult & 16 - 20 \\
Very Difficult & 21 - 25 \\ Very Difficult & 21 - 25 \\
Heroic & 26 - 30 \\ Heroic & 26 - 30 \\
Heroic+ & 31 on up Super Heroic & 31 on up
\end{tabular} \end{tabular}
\end{center} \end{center}
\textbf{Combat} is really a specialized task check. First, Agility rolls are made to determine turn order. Next, Agility dice are rolled to strike. The defender may spend 1 action to make a relevant Dodge or Parry roll to add dice results to their target value of 10. If the attacker's roll is higher than this value, they succeed and roll their relevant dice to determine damage. If the attack succeeds and damage is dealt, the defender rolls their Endurance dice and add in any armor, as described in ``Things'', to resist the damage. Weapons increase the damage as described in ``Things''. \textbf{Combat} is really a specialized task check. First, Agility rolls are made to determine turn order. Next, Agility dice are rolled to strike. The defender may spend 1 action to make a relevant Dodge or Parry roll to add dice results to their target value of 10. If the attacker's roll is higher than this value, they succeed and roll their relevant dice to determine damage. If the attack succeeds and damage is dealt by adding in the weapon damage, the defender rolls their Endurance dice and add in any armor.
\onecolumn \onecolumn
\newpage \newpage
@ -103,15 +103,16 @@ Here is a table of task difficulty values usable for determining in a vague sens
\end{tabular} \end{tabular}
\end{center} \end{center}
\subsection*{The Wild Die} \subsection*{The Chaos Die}
In your dice pool, one die, which should be identified in some fashion as differently, is designated as the ``Wild Die''. This die, when rolled, can have different consequences if it is a 1, 6, or anything else. If a 1 is rolled, the task immediately fails. If a 6 is rolled, the die is rolled and all previous successful wild die rolls are added to this new one. If a 6 is rolled again, the value is added to the previous rolls ands the die is rolled again, applying the new result. Otherwise, if a 2 - 5 are rolled, add that result. For example, if a 6 is rolled and then a 2 is rolled, the total is 8. Conversely, for example, if a 6 is rolled and then a 1 is rolled, the task will immediately fail. In your dice pool, one die, which should be identified in some fashion as differently, is designated as the ``Chaos Die''. This die, when rolled, can have different consequences if it is a 1, 6, or anything else. If a 1 is rolled, the task immediately fails. If a 6 is rolled, the die is rolled and all previous successful chaos die rolls are added to this new one. If a 6 is rolled again, the value is added to the previous rolls ands the die is rolled again, applying the new result. Otherwise, if a 2 - 5 are rolled, add that result. For example, if a 6 is rolled and then a 2 is rolled, the total is 8. Conversely, for example, if a 6 is rolled and then a 1 is rolled, the task will immediately fail.
\section*{Character Points} \section*{Character Points}
At creation, all characters have 5 character points. At the end of a game session, the game master/mistress should divvy out character points. After the players receive them, and between sessions, the players may spend the 3 points to improve a skill by +1. Alternatively, the player may spend character points equal to the dice to add a new skill based on the associated attribute. The cost is equal to the number of new dice for the skill. For example, a player wants to increase their 5D skill to 5D+2. If they want to proceed, they will need to spend 6 character points. Another example, the player wants to learn a new skill based on their Agility score of 2D. They will need to spend 2 character points to get +1 in the skill for a total of 2D+1. At creation, all characters have 5 character points. At the end of a game session, the game master/mistress should divvy out character points. After the players receive them, and between sessions, the players may spend the 3 points to improve a skill by +1. Alternatively, the player may spend character points equal to the dice to add a new skill based on the associated attribute. The cost is equal to the number of new dice for the skill. For example, a player wants to increase their 5D skill to 5D+2. If they want to proceed, they will need to spend 6 character points. Another example, the player wants to learn a new skill based on their Agility score of 2D. They will need to spend 2 character points to get +1 in the skill for a total of 2D+1.
\end{multicols} \end{multicols}
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\begin{tcolorbox} \begin{tcolorbox}
{\color{black} The Cubic System © 2024 by William Moore is licensed under \href{https://creativecommons.org/licenses/by-sa/4.0/}{CC BY-SA 4.0}} {\color{black} The Cubic System © 2024 by William Moore is licensed under \href{https://creativecommons.org/licenses/by-sa/4.0/}{CC BY-SA 4.0}}
\end{tcolorbox} \end{tcolorbox}