General Rules Overview

Mar 31, 2022 11:12 pm
Dice

• The Synergy System uses ten-sided dice for all rolls made in the game. Dice pools range between one and three dice.


Attributes

• Characters in Blue Planet have eight primary Attributes and four derived Attributes. Primary attributes are organized into categories of related pairs.

• Each Attribute is rated by a positive or negative number, with a score of zero representing the average for an adult human. Therefore, positive scores represent above average, and negative score represent below average relative to a human.


Target Number

• An action that a character tries to perform has a "target number." Characters roll against the target number to determine success or failure on a certain task.

• The target number of a task is usually based on two characteristics: Skills and Attributes. To determine the target number, add together the character's Skill level and Attribute score (in addition to any potential equipment or situational modifiers).

• A roll is successful only if the d10 result is equal to or less than the target number.

• For example: A player wants his character to shoot at something. The moderator tells the player to roll against his character's Dexterity and Handguns to see if the shot hits. The character has Dexterity 1 and Handguns 6, so the target number is 7; he must roll a 7 or under to succeed on the attack.

• Unlike most games that utilize an [Attribute + Skill] mechanic, the skills in Blue Planet don't have permanent Attributes linked to them. Instead, the moderator assigns the necessary Attribute on a case-by-case basis; choosing the Attribute that best governs that skill under those circumstances.


Aptitude

• Skills have aptitudes. An aptitude determines how many dice a character rolls when making a skill check.

• An average aptitude is one die, a strong aptitude is two dice, and a superior aptitude is three dice.

• When rolling, the player counts only the lowest roll and ignores any other results.

• For example: The character has drawn his sidearm and wants to shoot at something. The moderator tells the player to roll against his Handguns skill, which falls under the "Firearms aptitude." The character has a superior aptitude in Firearms, so he gets to roll three dice. He gets a 9, 7, and 5, so he keeps the 5 and disregards the other results.


Task Difficulty

• Some actions are easy or challenging enough to warrant a bonus or penalty to the target number.

• Foolproof: +5, Routine: +3, Easy: +1, Average: +0, Complicated: -1, Challenging: -3, Formidable: -5.


Unskilled Tasks

• Players may attempt tasks that require skills their characters don't have. For such tasks, the base target number is zero, modified by the controlling Attribute.

• Note that some tasks, especially those based on specific knowledge, are impossible without at least minimal training.


Attribute Rolls

• Some tasks test a character's raw physical or mental abilities, rather than a specific skill. In such cases, the player rolls two dice against a target number of 5, modified by the value of the most appropriate Attribute.

• For example: A player wants to clear debris; a task that the moderator decides will test his character's Strength. The character has Strength 2, so the player rolls two dice against a target number of 7 to complete the task.


Action Value

• Action value refers to the margin of success or failure on a roll. Sometimes it's important to know not just whether a character was successful, but how well he succeeded or how badly he failed.

• The action value of a roll is equal to the difference between the best die result and the target number. Positive action values represent successful tasks, while negative action values represent failed ones.

• For example: The character's target number to shoot the vehicle was 7, and the player rolled a 6. That means he has an action value of +1; a marginal success.


Opposed Rolls

• An opposed roll is when a character is challenging or contesting the skill of another character, NPC, creature, or even machine.

• The two opponents both roll the necessary dice, and the one with the highest positive action value wins the contest.

• If the opponents tie, or both fail the roll, the contest is a draw.

• To determine the winner's relative action value (for dramatic purposes), simply take the difference between the winner's action value and the loser's action value.

• For example: An NPC is trying to hide from one of the player characters. The NPC has a strong aptitude in Stealth and a Hiding skill of 5. The moderator rolls and gets an action value of +3. The character searches for the NPC by making an Awareness roll, scoring an action value of +5. Because the player character wins the opposed roll, he sees the NPC trying to hide.

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