Difference between revisions of "Noodling/Qualities RPG"
m (Inky moved page Qualities RPG to Noodling/Qualities RPG) |
|||
Line 1: | Line 1: | ||
Pretty sure this is a copy of some other games, but I can't find them at the moment. Arguably it's also a more ritualized version of 7th Sea (2nd ed)'s raises and consequences. Thus: | Pretty sure this is a copy of some other games, but I can't find them at the moment (ah, it's [http://www.onesevendesign.com/wildlings/wildlings.pdf Wildlings]). Arguably it's also a more ritualized version of 7th Sea (2nd ed)'s raises and consequences. Thus: | ||
The qualities are: | The qualities are: |
Latest revision as of 00:21, 12 May 2016
Pretty sure this is a copy of some other games, but I can't find them at the moment (ah, it's Wildlings). Arguably it's also a more ritualized version of 7th Sea (2nd ed)'s raises and consequences. Thus:
The qualities are:
- Stronger
- Unnoticeable/silent/hidden/innocuous
- Efficient (uses less raw materials)
- Quicker
- Less recovery needed (fewer after-the-fact costs)
- Prolific (produces more instances)
- Wider (affects more things)
- Precise (less side effects at the time)
- Durable/longer-lasting (effect lasts longer, or is harder to destroy)
- Versatile (can be re-used for a wider variety of things)
- Supportive (your or another character's follow-up roll gets a bonus)
- (some others)
When you roll your skill or whatever, you get some number of successes. You need one success to accomplish whatever, and beyond that you can spend successes to add qualities to the roll. You can add a quality multiple times for even more so.
In some cases the GM establishes before the roll that you need a certain quality to avoid consequences. Like: "Ok, you need a normal success to jump across the chasm; if you don't do it quickly, the guards will get here in time to start shooting at you as you jump; if you don't do it for less recovery, you'll be sprawled on the ground at the end of the jump; if you don't do it stronger, you'll have to drop the treasure chest to make the jump".