d10 Pool Narrative - Design Document

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- the characters: the player’s avatars

----- attributes
----- skills (trained + specialised): +dice (skill) and 1’s count double (speciality)
----- talents
----- archetypes
----- focus

- the mission: sets xp trigger and certain benefits + drawbacks

- the ship (and crew): support the avatars and their mission
----- exploration
----- combat
----- stealth/spec ops
----- trade
----- general

system
- assess task
- all of these are a discussion, brackets are who has final say.
----- what is success? (what is trying to be achieved) (the players)
----- what are the potential costs/twists? (the gm)
----- what are the potential boons? (the gm)
----- what are the impacts? (the gm)

----- assessing ‘on the fly’ (mainly extra boons, shouldn’t be needed often if at all)
----- always at least one boon + cost associated with the task being attempted. Also always has a
challenge impact rating (even when challenge 0)

- task tests/checks
----- roll pool of d10’s (attribute edge + skill + mods) + challenge impact
----- each dice generates hit by rolling equal or under tn (attribute score + mods)
----- spend hits for effects: success, gain boons, resist twists (player chooses)

----- choose to fail (don’t have to take success effect)

- Costs and boons


- costs
- boons
-

- impacts
----- challenge (difficulty, 0-5, above 3 is rare)
----- circumstance (+/- tn???)
----- threat (additional cost (threat) or 2 (critical threat))
----- statics (+Xd, +X)

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