System
ROLLING DICE The characters have numeric ratings for what they are good at – understanding things, fast talking, climbing, and running fast. The rating indicates how many six-sided dice you get to roll when trying to overcome trouble. A six means a success. You rarely need more than one success. If you fail, you may try again, but then you risk getting a Condition. This is explained further in chapter 3. Some tables ask you to roll a D66. This means you roll two six-sided dice, after deciding which die represents the tens and ones, respectively. For example, if you roll a three on the first die and a six on the other, the result is 36.
Conditions
During the game you may have to suffer what are called Conditions, which can be likened to injuries or afflictions. These occur when you fail to protect yourself in dangerous situations, or when you push yourself to succeed. This is described further in chapters 3 and 5.
There are three physical Conditions and three mental ones. Acquiring a Condition means that you get a −1 modifier to skill tests for that type of action. Physical Conditions add a penalty to skills related to Physique and Precision. Mental Conditions add a penalty to skills related to Logic and Empathy. Also note that these modifiers accumulate: acquiring two Conditions adds −2 to your skill test. However, it is possible to cure Conditions during the mystery (see chapter 5), and no matter how many Conditions you accumulate, you may always roll at least one die.
If you have incurred all Conditions of either type, mental or physical, and then suffer yet another one, you become Broken. The player character cannot continue without medical attention.
Being physically Broken can mean that you are exhausted beyond your limits, or have sustained a serious wound. You might be unconscious or dying. Perhaps you have had your leg crushed or been shot in the gut, writhing in agony. While physically Broken you cannot move or do anything but utter a few words at a time. The Game master decides whether you are able to crawl away, roll to safety, or cry for help.
When you are mentally Broken you might be terrified, shocked, or confused. Perhaps you have lost all hope of getting through the situation alive, or lost faith in yourself or your companions. Maybe you can no longer make sense of the world and collapse in tears. While mentally Broken you may move and flee the scene, should you wish to do so, but are unableto engage in any kind of sensible dialogue; at best, you can scream or whimper in monosyllabic bursts.
If you are Broken, you cannot make any successful die rolls, whether physical or mental. You also sustain a critical wound, which means that you must roll on a table to see whether you get a Defect or an Insight. Defects and Insights are described further in chapter 5.
Conditions can help you portray your character: if she is upset, that should be reflected in how you play her. But in the end, it is of course you who decides the extent to which Conditions will affect the way you play your character.
CONDITIONS
PHYSICAL CONDITIONS (PHYSIQUE AND PRECISION) ·Exhausted
·Battered
·Wounded
MENTAL CONDITIONS (LOGIC AND EMPATHY)
·Angry
·Frightened
·Hopeless
EQUIPMENT
Most of the items you find during your mysteries are of the everyday variety, but some can be more useful, increasing your chance of passing your skill tests. You might need lockpicks to open something, or a horse to outride a lynch mob. These items add a bonus to your test, usually +1. Some special or even magic items may grant you a greater bonus, but rarely more than +3.
Advantage
On the way to a mystery you will be able to gain an Advantage, but only one per mystery. The Advantage might be a new acquaintance who will then be available at the location to help you, a mysterious experience that gives you power, or you maintaining or training with your weapons on the way to the location. The Advantage can also be you bonding with another player character, which will later help you work together.
You can use your Advantage once per gaming session, which adds +2 dice to a skill test. You must decide whether to use it before rolling the dice, or when pushing the roll (see chapter 3), and explain how you use it. After the mystery your Advantage is lost. Next time you must choose another skill as your Advantage.
EXAMPLES OF ADVANTAGES
· I have trained with my rapier day and night
· Miss Silferdaal seems to like me
· I was blessed by an angel
· I dreamed that I risked my life for my friends
· The conversation with Captain Brungaard resolved our differences once and for all
· With the memory of Professor Brunelius’s kiss, I can do anything
Skill Tests
MEANS AND ENDS
Before rolling you must tell the others what your player character is doing and what she is trying to achieve. The Game master may ask you to explain further or change your goal. This usually happens when she cannot get a clear picture of what you want to do, or finds your goal too unrealistic. For example, you cannot use MANIPULATION to make an enemy kill itself, or heal hundreds of patients without access to medicine, equipment, or beds.
A SINGLE ROLL
Whenever your player character tries to do something, you make one roll for the entire situation. If you are attempting to sneak through a castle, you do not roll to see if you reach the gate, then roll again to see if you get to the stairway, and then to go up the stairs. One die roll is enough. Sometimes that means the effect of the skill test can last a long time; for instance, it can take many days to craft something or cure a sick person. The only exception is combat.
EXTRA SUCCESSES
Rolling more successes than required means that you are extra successful. You impress yourself as well as others, get more than you wanted, or win renown for your skillfulness. In some cases, the Game master may deem your surge in confidence so great that you heal a Condition.
Some skills let you use extra successes to achieve certain effects, such as helping another player char-acter who has failed the same kind of skill test. Each effect costs one success. The Game master decides whether or not (and for what purpose) you may use your extra successes.
FAILED TESTS
Failing a test means that something detrimental or unexpected happens to you. In most situations the implications are quite obvious. A failed attempt at sneaking means that you are detected. If you are trying to inspire a crowd they may turn against you. Even before the roll is made, the Game master should try to be clear about what happens if the test fails.
In particularly difficult or dangerous situations, failing a test also means that you become afflicted with a Condition. The Game master should inform you of this before you roll. You suffer a Condition of the same type (physical or mental) as the skill you attempted to use, but are free to choose which one. Not all tests should carry the risk of acquiring a Condition – the player characters would quickly be worn down and the game would come to a halt.
Some situations are so serious that you immediately become Broken upon failure. Perhaps you are trying not to get hit by a train or defending your seemingly outrageous behavior before the entire commission.
PUSHING THE ROLL
Having failed a test, you can choose to muster your strength and give it one more try. This can only be done once per action, and must happen immediately after failing a test. This is called pushing the roll.
When pushing your roll, you suffer a Condition. If you are using Physique or Precision you choose a physical Condition – if you are using Logic or Empathy you choose a mental one. You may then re-roll every die except the sixes, should there be any. You can push rolls that have already succeeded, since there are situations where multiple successes make you succeed particularly well.
BROKEN TO SUCCEED
When pushing a roll, you get to re-roll all dice except the sixes. The Condition you acquire as a result does not come into effect until after the roll. It is therefore possible to become Broken from pushing a roll. Only after the roll does the Condition Broken render you incapacitated.
HELPING EACH OTHER
Other player characters can increase your chance of passing a skill test by offering to help with whatever you are attempting to do. The Game master decides whether you really do benefit from their actions. You gain +1 to your skill test for every person helping you, to a maximum of +3.
PARALLEL ACTIONS
When you are doing things at the same time, you cannot help each other. If all of you are trying to sneak past someone or avoid sinking into a swamp, each of you must pass your own test without assistance from the others. However, some skills allow a character whose test is extra successful to give successes to oth-ers (see Extra Successes), and help them that way instead.