Dreifaltige Rollenspiel-Lektüre

Drei Falten mit einem Rollenspielerkopf dahinter, ergibt einen nachdenklichen, amüsanten und relativ bodenständigen Blick auf das was war, ist und möglicherweise in der Szene los sein wird.

Samstag, September 29, 2007

[Un-break my heart] Fading Suns 2.5- In brightest day...

Wie bereits angekündigt habe ich eines meiner Lieblingssysteme (hauptsächlich wegen seines formidablen Hintergrundes) einer massiven Überarbeitung unterzogen (ursprünglich wollte ich eigentlich nur die Kampfmanöver "reparieren", aber die Dinge haben sich ein wenig verselbstständigt...).
Nach derzeitiger Konzeption ist das System ein ziemlich traditionelles Rollenspiel, ohne irgendwelche Storygame oder ähnliche Einflüsse. Es ist auch, wie mir bei der Ausarbeitung klar wurde, ein sehr tödliches System, bei dem durchaus die Möglichkeit besteht, dass der Charakter nach nur einem Schlag das Zeitliche segnet. Außerdem habe ich das System recht großschrittig angelegt, d.h. man würfelt in der Regel nur für wirklich bedeutende Aktionen und "mundanes" wird üblicherweise über einen einfachen Wertevergleich ("Karma" nach Tweet) abgewickelt.
Doch genug der Vorrede, hier erstmal der Basismechanismus:

Basic resolution system
Fading Suns VPS2.5 (VPS2.5 for short) uses a D20 for all kinds of rolls, rolling it against goal numbers to generate Victory Points (VP) as described in the First and Second Edition of the Fading Suns rulebook. This document assumes you are familiar with the concepts introduced in the 2nd Edition rulebook by Holistic.

VP-chart
VPS2.5 uses the VP-chart for positively accented rolls (FS 2nd Eition rulebook p. 73) for all kinds of actions. As VPS2.5 doesn’t use effect dice, you can ignore the “damage bonus” entry in the chart.

Critical Success
Critical successes happen as described in the rulebook, except you no longer double the VP, but instead make another roll (with the same goal number) and add the VP of this roll to the VP of the first roll (if you roll another critical you can make another roll and so on, adding the VP to the final result each time). A roll over the goal number is automatically accented to “1” without Wyrd expenditure (except when accenting is not possible, such as a chance roll- see below).
A natural “1” cannot be a Critical Success.

Excessive goal numbers
Goal numbers cannot be lower than “1” or higher than “18”. If the goal number is higher, reduce it to 18 and add VP to the result of the roll according to the goal number you would have had without the reduction:

21= +1VP
25= +2VP
30= +3 VP
36= +4 VP
43= +5 VP
usw.

Zero VP
A die roll higher than the goal number (a roll of “19” or “20” is always over the goal number) is worth zero Victory Points, making the action a failure in most of the cases. You still add the VP-bonus for excessive goal numbers, however, giving really competent characters the opportunity of succeeding even without meeting the goal. It is also important to keep in mind the “0 VP”- rule, if the character has multiple actions and fails his first action, because his Initiative will be 0 VP + his Initiative bonus, determining the when his second (and third) action happen.

Accenting
Accenting works as described in the 2nd Edition rulebook. The die is turned to the new number (not lower than “1” nor higher than “20”). This result is otherwise treated as if you had rolled this number naturally. Ignore the restrictions about accenting Lore skills and the Initiative penalty (2nd p.73). All other restrictions (Wyrd cost, no multiple actions) still apply.

Chance roll
Certain conditions in the game environment trigger a chance roll, which makes the action a bit more unpredictable ad risky. If it comes down to a chance roll and the player fails to meet the goal number, the action is always a failure (even if he would get extra VP from some source). Also, when rolling a natural “20”, the forces of fate conspire against the character and mishaps occur, which cancel out the extra effort of the character. Any point(s) of Wyrd the player spent to on the roll remain spent, but the die result doesn’t change (it remains a failure).

The most common reasons for a chance roll include (but are not limited to):

  • the goal number for the action is reduced to 1
  • the character is using equipment that requires proficiency without meeting the requirements
  • the character is using occult powers (including a special restriction- see the corresponding chapter)

Extended Tasks
All extended tasks have a base time (usually expressed in days) that tells you how long it usually takes to complete the action. To figure out how long your character is occupied by the task, multiply your VP by 5 and deduct this percentage from the base time (i.e. if you score 6 VP, you deduct 30% off the base time). If you score a Critical, you add the extra VP to the percentile result, without multiplying them by 5 (i.e. if the above example was a Critical and the second roll scored 4 VP, you would deduct 34% off the base time). The cap for time-reductions is 90% percent (you can’t reduce the time it takes to complete an extended task to more than 10% of the base time.

If you fail an extended task, the character wastes 10% of the base time, before he sees he is going nowhere and can try again.

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