supernova.6

Appearance : beauty, strength, physical particularities, tattoo, scar and so on. > Temper : mood, motivations, beliefs, vices, creeds, fears, urge, loves and hates.
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SUPERNOVA.6 General// #(N)PC are described by "features". A feature is a short statement made up of few words that pictures a singular side of the character. #The game uses a pool of black & white six-sided dice. Attempting// #Each positive feature that you can involve in the action allows one black dice. #Each negative feature gives one white dice for all actions where it can be involved. #A lack of appropriate gear gives one white. #A particular good gear gives one black. #Ignorance in a trivial action brings two white dice (firing, driving, etc.). #Ignorance in a serious action is a fail (medicine, demolition, etc.). [ignorance is understood as a lack of capacity feature ; a gear or appearance feature can only give a black dice in addition to the two whites] #Performing two actions at the same time allows to use all features involved but gives two white dice ; the results must then be splitted in each actions. #A situation brings one or more black or white dice according to relevance : each issue brings a white dice, each ease a black one. #A good role-playing always brings one black. #All dice are thrown in a single pool. 1.> A white result cancels one same black dice (not all). 2.> If all white dice got the same result, they cancel themselves (resulting in zero). 3.> All black dice with the same result can add up. 4.> If at least one black dice is in, only the best among black results applies. 5.> If not, only the worst among white results applies. #The game master always throws two dice for the environment : two blacks if hard, two whites if easy, one of each if in balance. #The best result between the player and the game master wins. Tie are won by the player. A win on a tie induces a complication. A win of two dice and more induces a benefit.

Fighting// #Everyone launch their dice. #Apply all the results from the best to the less. > A better result than your opponent cancels its action. > One dice better leaves your opponent injured (he takes one white dice for every next action) or stunned (he loses his next turn). > Two dice better kill or knock out your opponent. > Two dice added to beat the opponent best result count as one. #A goon/grunt/henchman dies at the second injury. Adversity// #A civilian got two white dice. #A goon/grunt/henchman got one black dice and one white dice. #A specialist got two black dice. #A badass/monster got three black dice. Healing// #The injured character throws all his injury dice. #The medicine man throws his pool. > Every black medicine result that beats an injury dice cancels this one (so one single result can cancel several injury dice). Features// #Non-Playing Character got one feature in each class but only Specialists or Badasses can have a Prowess. #Playing Character got three positive features in each class, but only one Prowess, and at least two negatives features in the classes of its choice. > Biography : identity, personal history, secrets, known persons, reputation, life style, friends and foes, debts and so on. > Appearance : beauty, strength, physical particularities, tattoo, scar and so on. > Temper : mood, motivations, beliefs, vices, creeds, fears, urge, loves and hates and so on. > Capacity : skills, known abilities, knowledge, inabilities and so on. > Prowess : special recipe, secret trick, something you're the only one to known how to do. > Gear : equipment, hardware and so on.