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<blockquote data-quote="GMMichael" data-source="post: 8921132" data-attributes="member: 6685730"><p>Thanks! It's powered by itself, but has some things in common with Fate.</p><p></p><p>Scene 1, in Modos RPG:</p><p></p><p>Auto climb and cut is also an option, unless there's tension to be added by asking for a roll . . . which would be d20 + 3 physical + 2 movement, against the GM's d20 + whatever the objective Difficulty might be. Maybe a (1) smooth wall (2) topped by wire represents two levels of Difficulty (+4 each), so the GM rolls d20 + 8. If the PC wins, it's a good outcome, decided by the PC (mostly). If the GM wins, it's a poor outcome decided by the GM (mostly). I like to ask PCs what went wrong - they tend to have good, self-sabotaging ideas.</p><p></p><p></p><p>Decisions might be interesting here. Does the PC race for the window, crawl slowly through the shadows, or hide in plain sight, trying to look like another soldier? The answer determines which attribute and skill will add to the PC's roll (again, if tension is needed). The option to add another d6 by using a Hero Point is there if the PC chooses the second option. The GM's roll looks like d20 + 0 (1 success = easy?).</p><p></p><p></p><p>A headshot from 4 meters on an unsuspecting target, (considering the PC) by a trained shooter with Smartlink? Someone's gonna die, but what kind of an outcome is it? </p><p></p><p></p><p>Damage isn't needed here, unless in an Extended Conflict. Either the PC or GM can suggest that the soldier dies...or lives. Were it Extended Conflict, the PC wouldn't need an attack because a surprised soldier can't defend against an attack unawares. The PC rolls d6 for damage, and the soldier rolls d4 for protection, or more likely, the GM takes half of that (2) and subtracts it from the PC's roll. The soldier probably has about 13 health (damage capacity), so the pistol attack wouldn't result in incapacitation, but the damage taken can take any form, like a "grievous facial wound."</p><p></p><p></p><p>The quality of the attack roll (good or bad outcome) might suggest whether anyone heard the shot. Or heard the soldier react to the attack. Or it might suggest any number of things imagined by the PC and GM (or other PCs!). But there's no table for noticing suppressed shots. The only table is the Difficulty Table. If a soldier needs a roll to notice, it might be a d20 + mental bonus + detect skill (if any). The Difficulty might be pretty high, given the suppressor, so the Difficulty roll would be d20 + 8 or 12.</p><p></p><p></p><p>I'd ask for initiative contests here - winning might give the PC time to holster her weapon instead of dropping it. Either way, the PC can earn a Hero Point back by making a sacrifice related to her Flaw. Like "I lose my pistol in the grass when I drop it," or "I hesitate to hurt an animal so long that I don't defend against its first attack."</p><p></p><p></p><p>If the PC gets the higher initiative contest, her 3 actions per round take priority over the dog's. The dog can otherwise use its 3 actions as desired. Given the character concept, the dog isn't likely to do much more than attack or move with its actions. The PC can use an action to ready her baton, but delaying won't help her act before the dog, so she attacks with her second action. The dog, true to form, attacks as well, forgoing its option to defend instead.</p><p></p><p></p><p>The PC rolls her attack (d20 + physical bonus + armed skill points) and rolls her damage die (d4 mental). The contest isn't necessary to defeat the dog's defense, since it's not defending. However, unfavorable circumstances (possibly the dog's "charging") could call the quality of the roll into question, so the GM can call off the damage if it's a terribly low contest or fails to meet a reasonable minimum. 1 is a good default minimum contest.</p><p></p><p>So the GM rolls damage for the dog's attack as well, d6 physical, and the PC reduces that by her jumpsuit protection, d4 or just 2.</p><p></p><p></p><p>The dog takes (with taking half) 2 mental damage; PC takes 1. Either side can choose to roll dice to attempt higher numbers, but the dog will likely lose the battle if it continues at these numbers, so the PC might choose similar tactics while the GM might choose to start rolling dice (while the dog probably wouldn't vary its tactics beyond: "Am I hurt? Then keep biting!")</p><p></p><p></p><p>The PC can defend against dog attacks by ending her turn and using actions to defend when the dog initiates attacks. Regardless, each side has three actions to use, which puts a cap on the number of attacks or defenses in a round. If the PC didn't have the initiative (a higher initiative contest), she could forgo her turn (but not her actions) for that round and resume it at her discretion in the next round. Besides action priority, a turn also offers the chance to "combine actions," which means reusing your previous contest in the turn for a similar, consecutive action.</p><p></p><p></p><p>"Initiative count 2" would be the dog's turn, at which point the dog can initiate actions (if any remain), and the PC may react to those actions. No more than three dice are needed per character: contest, damage, and protection, and anyone can take half on any of these. </p><p></p><p>Taking damage carries no penalties, so no death tree occurs, but since choosing to defend means forgoing attack, defending characters can find themselves back on their heels from time to time. Defending is best coupled with a plan for success.</p><p></p><p></p><p>When the dog takes over 11 mental damage (its Mental score), it becomes Unconscious. GMs are likely to use Rule 000 to call unconsciousness at 11 damage instead of over 11 damage.</p><p></p><p></p><p>I'm fascinated to see how many dice are needed to resolve some Shadowrun situations. I'm actually a big fan of the death tree: start losing a battle, and you'd better find a branch that offers more than the others do. Modos RPG is easy to modify and add a custom, damage-penalty rule, if desired. I'm interested to read more scenes in Shadowrun if they feature different rules or mechanisms. Otherwise, I look forward to the next system you try!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8921132, member: 6685730"] Thanks! It's powered by itself, but has some things in common with Fate. Scene 1, in Modos RPG: Auto climb and cut is also an option, unless there's tension to be added by asking for a roll . . . which would be d20 + 3 physical + 2 movement, against the GM's d20 + whatever the objective Difficulty might be. Maybe a (1) smooth wall (2) topped by wire represents two levels of Difficulty (+4 each), so the GM rolls d20 + 8. If the PC wins, it's a good outcome, decided by the PC (mostly). If the GM wins, it's a poor outcome decided by the GM (mostly). I like to ask PCs what went wrong - they tend to have good, self-sabotaging ideas. Decisions might be interesting here. Does the PC race for the window, crawl slowly through the shadows, or hide in plain sight, trying to look like another soldier? The answer determines which attribute and skill will add to the PC's roll (again, if tension is needed). The option to add another d6 by using a Hero Point is there if the PC chooses the second option. The GM's roll looks like d20 + 0 (1 success = easy?). A headshot from 4 meters on an unsuspecting target, (considering the PC) by a trained shooter with Smartlink? Someone's gonna die, but what kind of an outcome is it? Damage isn't needed here, unless in an Extended Conflict. Either the PC or GM can suggest that the soldier dies...or lives. Were it Extended Conflict, the PC wouldn't need an attack because a surprised soldier can't defend against an attack unawares. The PC rolls d6 for damage, and the soldier rolls d4 for protection, or more likely, the GM takes half of that (2) and subtracts it from the PC's roll. The soldier probably has about 13 health (damage capacity), so the pistol attack wouldn't result in incapacitation, but the damage taken can take any form, like a "grievous facial wound." The quality of the attack roll (good or bad outcome) might suggest whether anyone heard the shot. Or heard the soldier react to the attack. Or it might suggest any number of things imagined by the PC and GM (or other PCs!). But there's no table for noticing suppressed shots. The only table is the Difficulty Table. If a soldier needs a roll to notice, it might be a d20 + mental bonus + detect skill (if any). The Difficulty might be pretty high, given the suppressor, so the Difficulty roll would be d20 + 8 or 12. I'd ask for initiative contests here - winning might give the PC time to holster her weapon instead of dropping it. Either way, the PC can earn a Hero Point back by making a sacrifice related to her Flaw. Like "I lose my pistol in the grass when I drop it," or "I hesitate to hurt an animal so long that I don't defend against its first attack." If the PC gets the higher initiative contest, her 3 actions per round take priority over the dog's. The dog can otherwise use its 3 actions as desired. Given the character concept, the dog isn't likely to do much more than attack or move with its actions. The PC can use an action to ready her baton, but delaying won't help her act before the dog, so she attacks with her second action. The dog, true to form, attacks as well, forgoing its option to defend instead. The PC rolls her attack (d20 + physical bonus + armed skill points) and rolls her damage die (d4 mental). The contest isn't necessary to defeat the dog's defense, since it's not defending. However, unfavorable circumstances (possibly the dog's "charging") could call the quality of the roll into question, so the GM can call off the damage if it's a terribly low contest or fails to meet a reasonable minimum. 1 is a good default minimum contest. So the GM rolls damage for the dog's attack as well, d6 physical, and the PC reduces that by her jumpsuit protection, d4 or just 2. The dog takes (with taking half) 2 mental damage; PC takes 1. Either side can choose to roll dice to attempt higher numbers, but the dog will likely lose the battle if it continues at these numbers, so the PC might choose similar tactics while the GM might choose to start rolling dice (while the dog probably wouldn't vary its tactics beyond: "Am I hurt? Then keep biting!") The PC can defend against dog attacks by ending her turn and using actions to defend when the dog initiates attacks. Regardless, each side has three actions to use, which puts a cap on the number of attacks or defenses in a round. If the PC didn't have the initiative (a higher initiative contest), she could forgo her turn (but not her actions) for that round and resume it at her discretion in the next round. Besides action priority, a turn also offers the chance to "combine actions," which means reusing your previous contest in the turn for a similar, consecutive action. "Initiative count 2" would be the dog's turn, at which point the dog can initiate actions (if any remain), and the PC may react to those actions. No more than three dice are needed per character: contest, damage, and protection, and anyone can take half on any of these. Taking damage carries no penalties, so no death tree occurs, but since choosing to defend means forgoing attack, defending characters can find themselves back on their heels from time to time. Defending is best coupled with a plan for success. When the dog takes over 11 mental damage (its Mental score), it becomes Unconscious. GMs are likely to use Rule 000 to call unconsciousness at 11 damage instead of over 11 damage. I'm fascinated to see how many dice are needed to resolve some Shadowrun situations. I'm actually a big fan of the death tree: start losing a battle, and you'd better find a branch that offers more than the others do. Modos RPG is easy to modify and add a custom, damage-penalty rule, if desired. I'm interested to read more scenes in Shadowrun if they feature different rules or mechanisms. Otherwise, I look forward to the next system you try! [/QUOTE]
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