===== One-Roll Engine ===== When needing to resolve a specific action or a certain outcome has a need to be determined, you roll a dice pool of d10s. The size of the pool is determined by which **STAT** and **SKILL** is in question: * If a person needs to outrun an angry mob, a roll of **BODY+Running** is appropriate. * If a person needs to persuade a hostile individual to not harm them, a roll of **CHARISMA+Persuasion** is appropriate. * **A dice pool can never have more than 10 dice in it.** If a combination of stats and skills exceed 10, the extra dice can be used to offset penalties, but not be rolled.\\ **How to interpret the roll?**\\ You look for matching sets of numbers. If you have even a single matching set, your action is successful. But the **WIDTH** and **HEIGHT** of the set can have huge impact on the outcome. * The **WIDTH** of the set is how many dice ended up with the same number. The **WIDTH** determines how fast the action is resolved, and is used for damage and initiative in combat. * The **HEIGHT** of the set is how high those numbers are. The **HEIGHT** is determines the quality of the action and determines Hit Location in combat, and solves initiative ties. For example: If a person with 4 in the **BODY** stat and 3 in the **Fighting** skill needs to hit someone with a bat, that person rolls 7d10.\\ If he rolls the seven dice and gets 1,1,1,4,5,7,7,10, there are two matching sets, the three 1's (abbreviated 3x1) and the two 7's (2x7).\\ \\ **Special Dice**\\ There exists two different special dice that can show increased control and finesse with a skill. These are called **EXPERT DIE** and **MASTER DIE**. They can only be applied to a **SKILL**, not a **STAT** and each **SKILL** can only have 1 special dice. * **EXPERT DIE** are upgraded from a normal skill die and lets you set that die to a number of your choice before you roll the rest. * **MASTER DIE** are upgraded from an **EXPERT DIE**. You set it aside before you roll the rest, and then set that die to a number of your choice. ===== Some nerdy stuff to look at ===== ^Size of Dice Pool ^Odds of one or more matches ^ |2d |10% | |3d |28% | |4d |50% | |5d |70% | |6d |85% | |7d |93% | |8d |98% | |9d |99,6% | |10d |99,9% | These are all taken from NEMESIS, another book using the One-Roll Engine. ===== Stats and skills ===== ^Stats ^BODY ^COORDINATION ^SENSES ^KNOWLEDGE ^CHARISMA ^ |Skills |Athletics |Acrobatics |Direction |Chemistry |Barter | | |Endurance |Climbing |Hearing |Electronics |Bluff | | |Fight |Dodge |Scrutinize |Explosives |Fascinate | | |Martial Arts |Driving |Sight |First Aid |Graces | | |Parry |Escape Artist |Sixth Sense |Forgery |Inspiration | | |Run |Lockpick |Smell |Mechanic |Intimidation | | |Swimming |Pick Pocket |Taste |Medicine |Leadership | | |Vigor |Stealth |Touch |"Student of" |Persuasion | | | |"Weapon skill" | |Tactics |Seduction | **FLEXIBLE skills**\\ ^Expert ^Perform ^ |Examples: \\ Expert Hacker \\ Expert Banker \\ (is usually a KNOWLEDGE skill) |Examples: \\ Perform Acting \\ Perform Singing \\ (is usually a CHARISMA skill)| \\ ===== Character Creation ===== 1. Character Concept: Talk with the group and find out together what kind of character you want to bring to the table.\\ \\ 2. Buy stats and skills. You have **80 XP** to buy for. * Each **STAT** starts at 1, and each **SKILL** starts at 0. * Improving a **STAT** by 1 costs 5 XP. * Improving a **SKILL** by 1 costs 1 XP. * Upgrading a skill die to an **EXPERT DIE** costs 1 XP. * Upgrading an **EXPERT DIE** to a **MASTER DIE** costs 5 XP. 3.