Key Our Cars What are you going to do next?!

13May/110

Blender Update 5/13/2011

A few more changes and additions.  Based on comment I created some 'hard' rules on what happens with a critical failure (2 or more 1's rolled on the skill roll).  They're not long tables and I 'think' they're easily remembered after a couple of run through's but who knows.   Each one does end with Director's Discretion but the premise is when a skill roll ends in a critical failure you start at the top of the appropriate chart and work your way down until you find the first step that is applicable and then you stop there.

As a rule you can't re-roll Critical Failures with a Rewrite but you can take the "Butter side up!" character knack that allows you to spend Rewrite's on critical failures.

Decided to rewrite the ending for the sample adventure, not happy with it, it deviates from the theme too much after consideration.

Added a some Character Flaws specifically for power users, a couple of them are really kind of setting specific but general enough they can fit in the general book.   They just make it harder to use an individual power by either penalizing the skill roll or making it cost more power to use, that kind of thing.

I added the ability to 'push' your movement for which you suffer a fatigue attack.  A person with a high fortitude and athletics can push more often than someone without it.  But with exploding dice on the fatigue damage it's always going to be  a risk to try it.  You might get lucky and go many many attempts without a problem and be a poor man's flash.  Or you might get super unlucky and go from fully rested to unconscious from your efforts.   That risk I think will make for interesting times.  I don't see players trying to push their movement except if they really need it.  Which is what I was shooting for.

I tightened up the Information and Clues section in the Director's Chair chapter.  Information comes in three categories, Prime, Secondary and Tertiary, I think it's what most good GM's use anyway, I'm just codifying it for my system.

The catagories determine how important the information is and how easily it is obtained.  Prime information is plot forwarding and is obtained simply by being in the Scene.  Characters always get prime information from a scene without any action on their part.   And by information it might not be just information but could instead be an item or something of that nature.

Secondary information is important but typically provides alternatives to an end result or side trips/quests etc. It isn't so much a storyline forwarder but broadens the storyline.  Secondary information has a trigger.  The players have to do something or say something or otherwise trigger the information dump.  It might as simple as "We search the room."  or "I talk to the bartender" but to pick up secondary information requires interaction on the player's part but it's not random.

Tertiary information is information of minor use.  Perhaps they might provide some detail to a prime clue or grant the players a minor advantage for some reason or allow them to recover or uncover a minor item.   Tertiary information requires skill rolls on the player's part.  Make the skill roll, gain the information, fail and you don't gain it.   But because the information isn't plot critical it's not a "Failed? Sucks to be you." situation but rather a 'Failed? No bread for you!" but the player's still get the soup.

[Note the preceding was a Soup Nazi reference from Seinfeld.  If you don't know the reference then just youtube it or wikipedia it.]

Critical Failure Tables

Melee -
1 - If there is an ally within reach you must roll an attack on them with the following change, you subtract your skill from your attack roll instead of add it.  Choose randomly if more than one ally is within range.
2 - If the enemy you just missed can do so, they make an immediate opportunity attack as a free action against you.
3 - One enemy chosen at random that can do so, makes an immediate opportunity attack as a free action against you.
4 - You so over extend you are Off Balance until the start of your next turn.
5 - Director's Discretion 

Ranged -
1 - If there is an ally adjacent to the target you must roll an attack on them with the following change, you subtract your skill from your attack roll instead of add it.  Choose randomly if multiple allies could be targeted.
2 - If there is an ally within 2 squares of the target if at normal range or 5 squares of the target at long range, you must roll an attack on them with the following change, you subtract your skill from your attack roll instead of add it. Choose the closest ally to the target if multiple allies are within range, choose randomly if multiple allies are at the same distance.
3 - Your weapon malfunctions and requires a action to recover.  You cannot take this action on this turn.
4 - Director's Discretion

Power -
1 - If the power is a damaging attack and there is an ally adjacent to the target you must roll an attack on them with the following change, you subtract your skill from your attack roll instead of add it.  Choose randomly if multiple allies could be targeted.
2 - If the power is a damaging attack and used at range and there is an ally within 2 squares of the target if at normal range or 5 squares of the target at long range, you must roll an attack on them with the following change, you subtract your skill from your attack roll instead of add it. Choose the closest ally to the target if multiple allies are within range, choose randomly if multiple allies are at the same distance.
3 - The power backlashes and you are Dazed.
4 - Director's Discretion

General Skills -
1 - If applicable you set up a Major Complication (-5 penalty)  for any future attempts at the skill during this scene for yourself.
2 - If applicable you set up a Minor Complication (-2 penalty) for any future attempts at the skill during this scene for yourself and your allies.
3 - If applicable you cannot use this skill again during this scene.
4 - Director's Discretion

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