Created Saturday 26 August 2023
- Rolls are mainly (always?) with a D10.
- Skills have some base level (usually the degree of the skill) that ranges from 1 to 9, but tend to be lower levels (say 1 -- 4).
- Skill rolls, though, can be---and often are---modified, typically with OPs.
- Actual rolls are against the final, modified level, with rolls lower than that level being successes.
- The degree of success of the roll is determined by the value of the roll.
- Higher numbers on rolls show higher degrees of success.
- A 1, though, is a special case. Rolling a 1 lets the player roll again for an additional effect.
- For non-combat rolls, this is usually for the cance to gain a free, vanilla OP point.
- For combat rolls, it's to project damage to the "unchosen" stack of OPs & HPs.
- Examples:
- Skill Roll
- A player rolls against a 2° skill.
- Prior to the roll, she decides to spend 1 OP on that roll. No other mods are made to the roll.
- This makes her chance of success 30%.
- She rolls 1 D10 against this, and gets a 3. This is the best case for her: Her skill was a success and was a 3° degree success, making the level of success qualitatively better than it base success, and qualiatively better than something even better than that.
- Attack Roll
- Player D is defending against Player A.
- Player A is attacking with an unmodified, anti-personel ballistic weapon, so their base attack roll is a 3.
- Defenses get an additional, defense-bound OP, and Player D decides before Player A rolls to apply that to the attack roll, reducing its level to a 2.
- Player D's character has 4 static, defensive OPs. Before the roll, he assigns 2 of them for front-line defense, leaving 2 to go to the second line along with that character's 3 HP.
- Player A rolls a 1, doing 1 point of damage to the front-line defense, reducing them from 2 to 1 OP for that round (and permanently destroying that OP for that scenario).
- Having rolled a 1, Player A rolls an other D10 to see how many "penetration" damamge they may do. This roll is made against the un-modified, base attack of the weapon's, here a 3.
- Player A rolls a 3, once again the best success they could have here. 3 points are removed from Payer D's second line. World rules are to have these "penetration" points removed randomly. There are 5 second-line points (the 2 defensive OPs Player D allotted to the second line and the 3 character HPs). One of these penetrating points is randomly determined to be a defensive OP but 2 are randomly chosen to remove HPs. [How is this done? Not sure yet. Having a computer randomly choose 3 of the 5 is least cognitively taxing. Figuring ways of using a D10 to choose which more taxing.)
- Player D's character now has:
- 2 static, defensive OPs remaining (1 from the first attack that was a roll of 1; 1 from being randomly assigned to remove a defensive OP assigned to the back row) to use for future rounds of defenses.
- 1 remaining HP for that character. That character is now critically wounded, and suffers the various penalties associated with that.
- Skill Roll