Enhanced Mechanics
Advanced rules for opposed challenges, combat, and damage systems
NOTE: These are optional rules and not required for play. Certain storylines can be enhanced with them (Delta Nexus, Occultis Mechanica, Aetheria, etc.)
Advanced Challenges and Combat
Opposed challenges add an exciting element of conflict and competition between players. When two characters engage in an opposed challenge, one character attempts to perform an action while the other character actively opposes or contests it. This adds an interactive and dynamic element to gameplay.
How Opposed Challenges Work
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1.
Triggering an Opposed Challenge
Opposed challenges occur when two characters are in direct conflict or opposition, such as engaging in a physical duel, trying to outwit each other in a negotiation, or attempting to sabotage one another's plans.
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2.
Rolling for Success
Both characters make a roll using six-sided dice (d6). The number of dice rolled is usually determined by their relevant stats, abilities, and any modifiers applicable to the action.
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3.
Counting Successes
After rolling, each player counts successes (5 or 6 on each die). A roll of 6 still explodes and can be rolled again.
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4.
Determining the Winner
The player with the higher number of successes wins the opposed challenge. Their character successfully performs the intended action, overcoming the opposition.
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5.
Consequences
If the character wins, they achieve their goal, gain an advantage, or weaken their opponent. If they lose, they may face setbacks, fail to achieve their objective, or find themselves at a disadvantage.
Combat System
To resolve combat situations, challenges are combined with group actions.
Combat Steps
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1.
Decide The Actions
Each player decides what their character is going to try and accomplish. The storyteller decides what skills, expertise or modifiers the character has in their dice pool.
Typical Actions: Move, attack, interaction, special ability, etc. (usually 2 per round)
The storyteller also decides what the environment/opposition will attempt to accomplish.
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2.
Roll for Successes
All players and the storyteller roll to calculate their successes for their actions.
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3.
Resolving the Round
Players narrate what they are trying to accomplish and how it works based on their successes. The storyteller then concludes the round based on any opposed actions.
Combat Example (Occultis Mechanica)
Three members of the veil are trying to close an interdimensional portal while being thwarted by a malevolent shade entity.
Step 1: Decide the Action
- Dahlia is working to create the ritual to close the portal → rolls 4d6 (1 + knowledge + scholar + an Eldritch Book)
- Eileen is trying to distract and fend off the shade → rolls 4d6 (1 + Agility + Acrobatics + rope)
- Frederick is trying to help fend off the shade → rolls 4d6 (1 + might + weaponry + sword)
Step 2: Roll For Successes
- Dahlia gets 2 successes (further creating the ritual design)
- Eileen gets 2 successes (to restrain the creature)
- Frederick gets zero successes
- The Shade Entity gets 3 successes
Step 3: Resolving the Round
- Eileen's 2 successes thwart two of the shade's successes
- Frederick fails on his attempt to also stop the shade
- The Shade (with its third success) attacks Dahlia, giving them one physical or mental damage depending on the shade's attack type
Health and Damage
Depending on the world setting, characters may have two types of damage: Physical and Psychological. If a character suffers enough of one type of damage, they gain a more severe injury.
How the Damage System Works
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1.
Inflicting Damage in Combat
During combat, each level of success higher than the opponent's defense results in a point of damage being inflicted. For example, if Character A achieves two more successes than Character B, Character B suffers two points of damage.
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2.
Progression of Damage
As a character accumulates damage, it can escalate. When a character receives 4 damage, they receive a condition.
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3.
Compounded Conditions
Each condition received escalates on a scaled table: First condition: Table 1, Second condition: Table 2, etc.
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4.
Debilitating Conditions
Once a character has accumulated 3 conditions (equal to 12 damage of one type), they are considered on the brink of death or insane. They are physically unable to continue participating or may actively begin to hamper the group.
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5.
Healing and Recovery
Characters may require healing abilities, rest, or magical/professional intervention. The healing process aims to reduce accumulated damage and allow the character to regain full capabilities.
Why Damage and Not Hit Points?
This design focuses on immersive storytelling rather than complex mathematical calculations during combat encounters.
Instead of tracking specific numeric values for health and attack power, your character's resilience is represented by physical and psychological damage. Damage serves as a measure of how much your character can withstand before being incapacitated, defeated, or losing their mind.
By using this concept, we aim to encourage more dynamic and narrative-driven gameplay, allowing you to focus on the story, character interactions, and the dramatic moments that unfold during your adventures.
Flexibility Note: You can convert the system to use traditional Hit Points or numerical health values if you so desire. The system is designed to be flexible and customizable to your table's preferences!