Edged Coins, Part III, Core Mechanics

 Now that you know the basics about the game and its characters, it is time to learn how the main rules work, more specific rules will be shown on its proper parts.

Core Mechanics

Coin Toss

 When characters find themselves on important situations with an uncertain outcome to the game's development the CM will call for a coin toss.

 The skill's rank indicates how many coins are tossed and the minimum number of heads required for a success.

Rank: -1    Title: N/A    Coins: 3    Heads: 3    
Special: Only accessible through modifiers.

Rank: 0    Title: Iron    Coins: 2    Heads: 2

Rank: 1    Title: Copper    Coins: 1    Heads: 1

Rank: 2    Title: Bronze     Coins: 2    Heads: 1

Rank: 3    Title: Silver    Coins: 2    Heads: 1
Special: If the toss fails, you can toss again as 
if it were rank 0.

Rank: 4    Title: Gold    Coins: 2    Heads: 1
Special: If the toss fails, you can toss again as 
if it were rank 1.

Rank: 5    Title: Platinum    Coins: 2    Heads: 1
Special: If the toss fails, you can toss again as if 
it were rank 2.

Rank: 6    Title: N/A    Coins: 3    Heads: 1
Special: Only accessible with modifiers.

Modifiers

 The rank of a skill indicates its regular use, without the influence of external factors that could facilitate or hinder its use. When the Game Master considers that an action, due to its complexity or because of external factors affecting it or the character performing it, should be easier or harder than normal to perform, they can apply a modifier that increases or reduces the rank of the skill used.

Difficulty     Modifier
Very Easy
     +2 ranks
Easy     +1 rank
Difficult     -1 rank
Very Difficult     -2 ranks

Explosive Toss

 When a toss is described as "explosive", it means that a successful toss generates another toss , known as an explosion, and if this new toss is a success it explodes generating yet another toss, this loop continues until an explosion fails or another rule dictates otherwise.

Opposing Toss

 These occur when attempting to prevent the action of another individual. The character attempting to stop the action makes their toss, if successful the opponent suffers a -1 penalty to their toss.

Resistances

 These are used to tolerate effects such as poisoning and to remove effects such as being held. There are two types of resistances:

 Active: These require the character to use their action to remove the afflicting effect. If the source of the affliction is active such as being generated by an opponent, that opponent is allowed a toss to continue the effect.

 Passive: The affected character makes their toss subject to modifiers without using their action. If successful, they reduce or remove the affliction. 

Losing HC

 Many actions by the character, as well by opponents, can result in the character receiving some form of damage.

 All damage starts at 1 point. This value can be increased by making an explosive toss with a skill value called Potency depending on the source of damage. Each successful toss within the same explosive toss increases the damage by 1 point, each point of damage reduces the character's HC by 1.

Potency by Damage Source

 Armed Combat: Potency 1.

 Weapons may increase the Potency of attacks by 1 point. Wearing armor may reduce the damage Potency by 1 point, but it's important to note that not all sources of damage are affected by armor.

 Weapons and armors possess a value called Power, which limits the number of toss on an explosive damage toss they affect. When damage is taken, the weapon and armor Powers are compared:

 If the difference is 0, the Potency is unaffected.
 If the attack's Power is higher, the Potency is increased by 1.
 If the weapon's Power is higher, the Potency is reduced by 1.

 Then the explosive toss is made with the modified Potency as skill rank up to a number of explosions equal to the difference between Powers.

 Falls: 1 Potency for every 3 meters fallen.

 Fire: Depending on the source, a character who suffers damage makes a new toss. The damage received is used as Potency. If this toss is successful, the damage continues into the next round. This process is repeated until the toss associated with the damage fails.

 Traps: Depends on the trap.

 Unarmed Combat: Potency 0.

Using EC

 Energy Coins are used to pay for special effects such as using talents, exerting effort in an action, etc.

Effect                                                         Cost
Effort                                                           1-2
Use a talent                                                    1+
Dramatic Use                                                 1+
Re-toss a toss                                                 5
Turn a failure into a success                         10
Force a re-toss                                              15
Turn another player's toss into a failure       20

Effort

 A character can spend EC to improve a specific action.

 Skill: Costs 1 EC and grants +1 to the skill used. Can be used multiple times in the same round, provided it is for different tosses.

 Power: Costs 2 EC, +1 or -1 to the power of the damage, only applies to one toss; if the toss explodes, EC can be spent to alter the power of the explosion.

Use of Talents

 Characters have talents that allow them to bend the rules. Normally, the cost of each use is 1EC (Metabolic Element), but some talents allow the use of more points for a greater or continuous effect.

Dramatic Use

 A player can propose a special use of EC outside of the standard options. This use is subject to the CM's approval.

 The CM determines the final cost. Once the value is set, the player decides whether or not to use the effect.

Re-tossing

 If a toss fails, the player can use 5EC to re-toss it. The player can continue using EC until they decide to stop.

Turning a Failure into a Success

 A more expensive but more powerful option: when a toss fails, the player can pay 10EC to turn it into a success.

Forcing a Re-Toss

 The player can force another individual to re-toss a toss that has just been made by paying 15EC, he toss must directly affect the character.

Inverting another's toss

 For 20EC the player can convert a toss that another individual has just made into a failure or a success, the toss must directly affect the character.

 

Comentarios