System:Rolling
From DevilshireWiki
There will be times during the course of the game where you will need to determine if your character succeeds or fails at a specific task. Determining success is a matter of making a roll (see +help dice). Rolls are made using an appropriate combination of attribute and skill.
Contents |
Common Rolls
| Situation | Roll |
|---|---|
| Hitting someone with your fist | Dexterity/Kung Fu |
| Noticing someone sneaking up on you | Perception/Notice |
| Persuading a cop not to give you a ticket | Intelligence/Persuasion |
| Performing an occult ritual | Willpower/Occultism |
Skilless Situation
Sometimes, no skill will fit a situation. In those cases, the roll is made with the attribute twice. For example, no skill really covers hanging from a rope attached to a helicopter while that helicopter flies through the city's skyscape in an attempt to dislodge you. The roll to see if your character could hang on would be Strength/Strength.
Modifiers
In some cases a negative of positive modifier will be added to the roll. A roll for trying to spot something in the dark might be subject to a negative modifier, for example, while a roll to hit someone that is immobilized might be subject to a positive modifier.
Success Degrees
In this system, there are degrees of success. To get a basic success the +roll, including attribute and skill, has to total 9 or more. This gives you a single success. Higher rolls will result in greater degrees of success. For example, rolling Strength/Sports and getting one success would allow your character to leap into the river and save a drowning victim. Getting three successes would cut the amount of time the rescue takes by half. Five successes would cut the time in half and allow your character to look damn cool, dramatically diving into river and swimming with strength and confidence.
| Roll | SLs | Description |
|---|---|---|
| 9-10 | 1 | Adequate |
| 11-12 | 2 | Decent |
| 13-14 | 3 | Good |
| 15-16 | 4 | Very Good |
| 17-20 | 5 | Excellent |
| 21-23 | 6 | Extraordinary |
| 24-26 | 7 | Mind-Boggling |
| 27-29 | 8 | Outrageous |
| 30-32 | 9 | Superheroic |
| 33-35 | 10 | God-like |
| +3 | +1 | - |
Basic, Extended or Opposed Rolls
When judging an action, the person running for the scene might ask for a basic, extended or opposed roll.
Basic Rolls
Basic rolls are done against a set difficulty number. Hitting a baseball to third base, climbing and fence, and trying to remember an obscure fact are all examples of basic rolls.
Extended Rolls
Sometimes a particularly complex task requires a high degree of success. In these cases you will have to make a number of rolls over a period of time. This is an extended roll. Examples of this might be painting a professional picture, rebuilding a classic car, and performing complex surgery.
Opposed Rolls
Finally, opposed rolls are just that, opposed. Two characters roll in competing actions and the highest roll wins. Rolls to hit someone are often opposed but so are pie baking contests (Intelligence/Art vs. Intelligence/Art) and attempts to sneak past guards (Dexterity/Crime vs Perception/Notice).
| Devilshire News File Topics | ||
| News Files | Building Guide • Copyright • Policy • Resources • Staff | |
| New Player Information | Application Procedure • Census • Character Types • Playing Villains • Restricted Concepts • Sample Character Background | |
| Game System | Attributes • Combat • Drama Points • Drawbacks • Fear • Global Commands • Experience Points • Human Qualities • Human Drawbacks • LP & Healing • Magic • Magic Spells A • Magic Spells B • Note • Package Qualities • Rolling • Skills • Supernatural Qualities • Supernatural Drawbacks • Superscience | |
| Setting and Theme | Overview • History • Folktales • Speech • The Four Families • Town • Conflict • Theme | |
| Characters | Casting • NPC Casting • The Devlin Family • The Harget Family • The Moore Family • The Swann Family | |
