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<blockquote data-quote="JeffB" data-source="post: 7915617" data-attributes="member: 518"><p>I found my copy of the quick start as well. It looks like the company no longer offers it for some reason so I didn't want to post it as an attachment here.</p><p></p><p>I've got a hankering to run it- I'm digging the system mechanics.</p><p></p><p></p><p>For those who may be curious about the game</p><p></p><p>You have an <strong>Score</strong> for each Ability and a <strong>Rating</strong>. Roll 2d6 (min 3) for the <strong>Score</strong>.</p><p></p><p>So lets say your Strength Score ends up being a 10- you also get a Strength <strong>Rating</strong> of 3 (simple chart)</p><p></p><p><strong>Active attempts </strong>to accomplish something are a small d6 pool system<strong> based on your <u>Ability Rating</u> and/or Skill Rating</strong>- You roll as many D6 as you have for an Ability (or Skill) Rating. So for that Strength check I would roll 3d6. A 5 or 6 is a success. One success is necessary, and additional successes boost the outcome (or unlock some better effects for skills/feats)</p><p></p><p><strong>Reactions (Saving Throws) </strong>are D20 based and you need to roll under the<strong> <u>Ability Score</u>-</strong> So If I had to make a Strength Save because a rock fell on me and I wanted to react by catching the rock, I would need to roll a 10 or less on D20.</p><p></p><p>The Classes get some feat/Skill type abilities to start-just a few and you can pick new ones and/or unlock new features/effects as your character levels up.</p><p></p><p>The combat system is pretty gritty- You declare your combat "Action"</p><p></p><p>I want to cut off my foes sword hand...</p><p>or blind the foe</p><p>or disarm the foe</p><p>or XYZ</p><p></p><p>If you succeed defender can can either accept the stunt outcome, OR decline and take the rolled damage.</p><p></p><p>Better to have one hand than be dead <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Armor has a Score like Abilities do. This is the amount of Damage it will soak. You can either let your armor take the full brunt of the damage on a hit , or just take it off your Endurance (HP). IF you let the armor take the brunt of the damage ou must make a Save for the Armor- = to or under the Armor rating/score, the armor holds AND soaks damage up to it's rating/score. Roll higher than the rating/score- Armor takes the damage but is broken- you will need to fix (some crafting skills) or replace. If you fumble (roll a 20) the armor breaks and doesn't soak either.</p><p></p><p>I also read about the game there is a "tribute" type mechanic where you have allegiances to Gods/Factions/Cults or you can forego picking a specific one and pay tribute (monetary) to appease/get help/have the faction turn a blind eye, etc.</p><p></p><p></p><p>I'm going to pick up the full game (which is only 64 or so LBB sized pages) on my next DTRPG mega purchase.</p></blockquote><p></p>
[QUOTE="JeffB, post: 7915617, member: 518"] I found my copy of the quick start as well. It looks like the company no longer offers it for some reason so I didn't want to post it as an attachment here. I've got a hankering to run it- I'm digging the system mechanics. For those who may be curious about the game You have an [B]Score[/B] for each Ability and a [B]Rating[/B]. Roll 2d6 (min 3) for the [B]Score[/B]. So lets say your Strength Score ends up being a 10- you also get a Strength [B]Rating[/B] of 3 (simple chart) [B]Active attempts [/B]to accomplish something are a small d6 pool system[B] based on your [U]Ability Rating[/U] and/or Skill Rating[/B]- You roll as many D6 as you have for an Ability (or Skill) Rating. So for that Strength check I would roll 3d6. A 5 or 6 is a success. One success is necessary, and additional successes boost the outcome (or unlock some better effects for skills/feats) [B]Reactions (Saving Throws) [/B]are D20 based and you need to roll under the[B] [U]Ability Score[/U]-[/B] So If I had to make a Strength Save because a rock fell on me and I wanted to react by catching the rock, I would need to roll a 10 or less on D20. The Classes get some feat/Skill type abilities to start-just a few and you can pick new ones and/or unlock new features/effects as your character levels up. The combat system is pretty gritty- You declare your combat "Action" I want to cut off my foes sword hand... or blind the foe or disarm the foe or XYZ If you succeed defender can can either accept the stunt outcome, OR decline and take the rolled damage. Better to have one hand than be dead ;) Armor has a Score like Abilities do. This is the amount of Damage it will soak. You can either let your armor take the full brunt of the damage on a hit , or just take it off your Endurance (HP). IF you let the armor take the brunt of the damage ou must make a Save for the Armor- = to or under the Armor rating/score, the armor holds AND soaks damage up to it's rating/score. Roll higher than the rating/score- Armor takes the damage but is broken- you will need to fix (some crafting skills) or replace. If you fumble (roll a 20) the armor breaks and doesn't soak either. I also read about the game there is a "tribute" type mechanic where you have allegiances to Gods/Factions/Cults or you can forego picking a specific one and pay tribute (monetary) to appease/get help/have the faction turn a blind eye, etc. I'm going to pick up the full game (which is only 64 or so LBB sized pages) on my next DTRPG mega purchase. [/QUOTE]
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