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Alien RPG (Game & Adventure Review)
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<blockquote data-quote="MGibster" data-source="post: 8401080" data-attributes="member: 4534"><p style="text-align: center"></p> <p style="text-align: center">Rolling the Dice</p><p></p><p>The basic rules are simple. When performing a task, players create a pool of six-sided dice equal to their skill level and the attribute the skill is linked to. For example: If Sarah has a Heavy Machinery skill of 4 and a Strength of 3, when rolling to repair a broken door she would roll a total of 7 six-sided dice and if any of them come up with 6 she has succeeded. If Sarah had no Heavy Machinery skill, she would just roll 3 dice and hope to roll at least a single 6.</p><p></p><p>Multiple successes on the skill roll can result in benefits that vary depending on what skill was used. Multiple successes on a Heavy Machinery roll might cut the time it takes to perform the task in half, to act quietly, to permanently break something, or to give the character a +1 modification (allowing them to roll an additional die) to a later skill roll relating to this one.</p><p></p><p style="text-align: center">Pushing a Skill Roll</p><p></p><p>When a character fails a skill roll, they have the option of Pushing it. When Pushing it, one level of Stress is added to the character and they are allowed to reroll the skill and hope for better results this time.</p><p></p><p>Example: Hiram is in a bad situation. His partner’s insides are on her outside and whatever did this to her is still somewhere outside. They need help in the worst way possible but the radio was damaged in the attack. To repair the radio, using his Comtech skill. Hiram’s Wits are 4 and his Comtech skill is also four so he rolls 8 six-side dice hoping for a six. Failure. But it’s really important for Hiram to call for help, so he Pushes his roll adding one Stress level to his character and re-rolling the dice. This time he gets two successes! Not only does he repair the radio but he uses the extra success to repair it in half the time.</p><p></p><p>Next up, let's talk about the most important mechanic in the game: Stress.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8401080, member: 4534"] [CENTER] Rolling the Dice[/CENTER] The basic rules are simple. When performing a task, players create a pool of six-sided dice equal to their skill level and the attribute the skill is linked to. For example: If Sarah has a Heavy Machinery skill of 4 and a Strength of 3, when rolling to repair a broken door she would roll a total of 7 six-sided dice and if any of them come up with 6 she has succeeded. If Sarah had no Heavy Machinery skill, she would just roll 3 dice and hope to roll at least a single 6. Multiple successes on the skill roll can result in benefits that vary depending on what skill was used. Multiple successes on a Heavy Machinery roll might cut the time it takes to perform the task in half, to act quietly, to permanently break something, or to give the character a +1 modification (allowing them to roll an additional die) to a later skill roll relating to this one. [CENTER]Pushing a Skill Roll[/CENTER] When a character fails a skill roll, they have the option of Pushing it. When Pushing it, one level of Stress is added to the character and they are allowed to reroll the skill and hope for better results this time. Example: Hiram is in a bad situation. His partner’s insides are on her outside and whatever did this to her is still somewhere outside. They need help in the worst way possible but the radio was damaged in the attack. To repair the radio, using his Comtech skill. Hiram’s Wits are 4 and his Comtech skill is also four so he rolls 8 six-side dice hoping for a six. Failure. But it’s really important for Hiram to call for help, so he Pushes his roll adding one Stress level to his character and re-rolling the dice. This time he gets two successes! Not only does he repair the radio but he uses the extra success to repair it in half the time. Next up, let's talk about the most important mechanic in the game: Stress. [/QUOTE]
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