1.Session Sequence.txt

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1.Session Sequence

1.1. Setup
1.1.1.The Prologue
1.1.1.1.One player goes over what happened in the previous session
1.1.1.2.That player may remove one condition:
1.1.1.2.1.Hungry and Thirsty
1.1.1.2.2.Angry
1.1.1.2.3.Tired
1.1.1.2.4.One point of Nature tax
1.1.1.3.A player may not do a prologue for two sessions in a row

*1.1.2.Background
*1.1.2.1.Introduce the overarching theme of the session
*1.1.2.2.Introduce the situation and relevant NPC’s

*1.1.3.Inciting Incident
1.1.3.1.Assign mission
1.1.3.2.Session goals
*1.1.3.3.Exploration

1.2.GM’s Turn

1.2.1.Obstacle(s)
1.2.1.1.Types (pick ~two)
1.2.1.1.1. v Character (Mice)
1.2.1.1.2. v Nature (Weather/Wilderness/Animals)
1.2.1.1.3. v Society (Mice)
*1.2.1.1.4. v Supernatural
*1.2.1.1.5. v Destiny
*1.2.1.2. v Self (Beliefs/Instincts/Goals/Nature) this is not a type of obstacle, but these should be played against each other whenever possible.

1.2.1.2.Tests
1.2.1.2.1.Simple Test; one test
1.2.1.2.2.Complex Test; multiple tests
1.2.1.2.3.Conflicts; a full conflict (see mechanics below)
1.2.1.3.Failed Tests
1.2.1.3.1.Treat as a success, but add a twist…
1.2.1.3.2.Types of twists
1.2.1.3.2.1.Partial success
1.2.1.3.2.2.Add a new obstacle
1.2.1.3.2.3.Character gains a condition

1.2.2.Checks in the GM’s Turn
1.2.2.1.Attempt a Recovery, 2 Checks (maximum once per condition per turn)
1.2.2.2.Increase a Trait by 1 until the end of the session, 3 Checks
1.2.2.3.Recharge a level 1 Trait, 2 Checks
1.2.2.4.Recharge a level 3 Trait, 4 Checks

1.3.Player’s Turn
1.3.1.Each player gets 1 free Check
1.3.2.Checks in the Player’s Turn
1.3.2.1.Use a skill by attempting a skill test, 1 Check
1.3.2.2.Attempt a Recovery, 1 Check (maximum once per condition per turn)
1.3.2.3.Increase a Trait by 1 until the end of the session, 3 Checks
1.3.2.4.Recharge a level 1 Trait, 2 Checks
1.3.2.5.Recharge a level 3 Trait, 4 Checks

1.4.End of the Session (Rewards)
1.4.1.Goals
1.4.1.1.Gain 1 Fate point if you made progress toward your goal
1.4.1.2.Gain 1 Persona point if you accomplished you goal during this session
1.4.2.Beliefs
1.4.2.1.Gain 1 Fate point if you acted in line with your character’s beliefs
1.4.2.2.Gain 1 Persona point if you dramatically acted against your character’s beliefs
1.4.3.Instincts
1.4.3.1.Gain 1 Fate point if you acted in line with your character’s instincts
1.4.4.MVP
1.4.4.1.Gain 1 Persona if you made the critical roll this session as decided by team vote. Only one person can be the workhorse, and he may not be the MVP.
1.4.5.Workhorse
1.4.5.1.Gain 1 Persona if you worked the hardest this session as decided by team vote. Only one person can be the workhorse, and he may not be the MVP.
1.4.6.Embodiment
1.4.6.1.Gain 1 Persona for role-playing your character in a believable and entertaining manner throughout the session as determined by team vote. This award is not limited to one player.

2.Mechanics
2.1.Tests
2.1.1.Die rolls
2.1.1.1.Mouse guard uses d6’s
2.1.1.2.Any die that is 4 or greater is a success, otherwise it is a coward
2.1.1.3.The value of the roll is the total of the successes
2.1.1.4.The margin of a roll is the total of the roll minus the value for success on the test
2.1.1.5.+1D/+2D adds dice to the test
2.1.1.6.+1s/+2s adds successes to the test

2.2.Abilities

2.3.Skills
2.3.1.Skilled
2.3.1.1.Roll 1D6 per rank in the appropriate skill plus modifiers
2.3.2.Nature (with Nature)
2.3.2.1.Roll 1D6 per rank in Nature plus modifiers
2.3.3.Nature (against Nature)
2.3.3.1.Roll 1D6 per rank in Nature plus modifiers
2.3.3.2.If you fail, tax Nature by the margin of failure
2.3.3.3.Restoring Nature:
2.3.3.3.1.At the end of Winter all Nature tax is removed
2.3.3.3.2.You may remove 1 Nature tax for giving the prologue
2.3.3.3.3.You may remove 1 Nature tax after missing a game
2.3.3.3.4.You may reduce Nature by 1 to remove 1 Nature tax
2.3.4.Unskilled
2.3.4.1.Use Will (mental and social) or Health (physical) ability
2.3.4.2.Half the number of diced rolled after modifiers
2.4.Modifiers
2.4.1.Wises
2.4.1.1.If your character has an applicable wise, gain +1D
2.4.2.Gear
2.4.2.1.If your character has applicable gear, gain +1D
2.4.3.Traits
2.4.3.1.Level 1 traits add +1D to an applicable test, once per session
2.4.3.2.Level 2 traits add +2D to applicable tests
2.4.3.3.Level 3 traits may reroll all cowards on an applicable test, once per session
2.4.3.4.Impede subtracts -1D from an applicable test, gain one check
2.4.3.5.Hurt adds +2D to an opponent’s applicable versus test, gain two checks
2.4.4.Teamwork
2.4.4.1.Ability tests can be helped by abilities
2.4.4.2.Skills and wises can be helped by skills and wises
2.4.5.Persona
2.4.5.1.Spend up to 3 Person before a test to add +1D per point spent to the test
2.4.6.Persona (Tap Nature)
2.4.6.1.Spend 1 Persona to add Nature
2.4.6.1.1.If check is against Nature he is taxed 1 Nature
2.4.6.1.2.If the check fails he is taxed by the margin of failure
2.4.7.Fate
2.4.7.1.Spend 1 Fate after a die roll to gain +1D per 6 rolled in the test, including any 6’s rolled on the extra dice just gained
2.5.Tiebreakers
2.5.1.You may lose a tied versus roll due to a trait to gain 2 Checks
2.5.2.You may make a versus roll using Will (mental and social) or Health (physical)

2.6.Conflicts
2.6.1.Types
2.6.1.1.Argument
2.6.1.2.Chase
2.6.1.3.Fight
2.6.1.4.Negotiation
2.6.1.5.Journey
2.6.1.6.Speech
2.6.1.7.War
2.6.1.8.Science
2.6.1.9.Other

2.6.2.Participants and Teams
2.6.2.1.1-2 Players: 1 team
2.6.2.2.3 Players: 1-2 teams (usually 1)
2.6.2.3.4-5 Players: 2 teams

2.6.3.Goals
2.6.3.1.Each team sets its own goal for the conflict
2.6.3.2.Goals must be in line with the conflict type
2.6.3.3.Conflicts with large animals require resources in line with the natural order
*2.6.3.3.1.Size +2: 20X resources (skill test ob4)
*2.6.3.3.2.Size +3: 25X resources (skill test ob6)
*2.6.3.3.3.Size +4: 50X resources (skill test ob8)
*2.6.3.3.4.Size +5: 500X resources (skill test ob10)
*2.6.3.3.5.Size +6: 5,000X resources (skill test ob12)
2.6.3.4.Goals when fighting with animals are subject to the natural order
2.6.3.4.1.Size +1 or less: Kill, capture, injure, run off
2.6.3.4.2.Size +2: Capture, injure, run off
2.6.3.4.3.Size +3 or more: Run off

2.6.4.Disposition
2.6.4.1.Animals
2.6.4.1.1.Starting disposition is equal to a Nature test plus Nature
2.6.4.2.Season
2.6.4.2.1.Starting disposition is equal to a Rating test plus Rating
2.6.4.3.Mice
2.6.4.3.1.Starting disposition is equal to the team leader’s skill test plus his ability value
2.6.4.3.2.The skill and ability used to set disposition depend on the conflict type
2.6.4.3.3.Nature may be used in place of a base ability if the skill test is in line.
2.6.5.Condition modifiers

2.6.6.Actions (choosen 3 at a time)
2.6.6.1.Choose your action and target
2.6.6.1.1.Attack
2.6.6.1.2.Defend
2.6.6.1.3.Feint
2.6.6.1.4.Maneuver

2.6.6.2.Compare to opponent
2.6.6.2.2.Action interactions <see chart>
2.6.6.2.2.Action effects
2.6.6.2.2.1.Attacks remove your opponent's disposition by the margin of success
2.6.6.2.2.2.Defend adds to your disposition by the margin of success (max starting disposition)
2.6.6.2.2.4.Feints remove your opponent's disposition by the margin of success
2.6.6.2.2.4.Manouver effects vary according to margin of success
2.6.6.2.2.4.1.Margin of Success 1: Impede: -1D disadvantage to your opponent’s next action.
2.6.6.2.2.4.2.Margin of Success 2: Gain position: +2D advantage to your next action.
2.6.6.2.2.4.3.Margin of Success 3+: Disarm: remove/disable one of your opponent’s weapons, a piece of gear or disable a trait for the remainder of the conflict. OR "Impede" and "Gain Position"
2.6.6.2.2.4.3.1 If you are disarmed, you may switch to a new weapon on your next action.

2.6.6.3.Test
2.6.6.3.1.Skill tests in a conflict depend on the type of conflict
*2.6.6.3.2.The GM should pick two skills each covering two of the four actions in a given conflict for use in skill tests for those actions
2.6.6.3.3.Team members trade off who rolls on each action, other team members can only help
2.6.6.3.4.Two teams fighting the same target help each other if the test type is the same (versus or independent)

2.6.7.Check dispositions
2.6.7.1.When a side is reduced to 0 disposition the conflict ends
2.6.7.2.If both sides are still standing, both sides pick 3 more actions

2.6.8.Resolution
2.6.8.1.Tie: Both sides have 0 disposition, both sides achieves their goals
2.6.8.2.Minor Compromise: Winner has lost less than 1/2 his disposition
2.6.8.3.Compromise: Winner has lost 1/2 to 3/4 his disposition
2.6.8.4.Major Compromise: Winner has lost more than 3/4 his disposition
2.6.8.5.The terms of a compromise should match the magnitude of the compromise and must be agreed on by both parties.

2.7.Recovery
2.7.1.Recovery tests are used to remove negative conditions
2.7.2.Recovery costs two checks in the GM’s turn or one check in the Player’s turn
2.7.3.Only one recovery test can be made per condition per turn
2.7.4.Conditions must be removed in order (skills/abilities; Obstacle rating):
2.7.4.1.Hungry and Thirsty (Harvester, Cook, Brewer, Baker, Resources; Ob1)
2.7.4.2.Angry (Will; Ob2)
2.7.4.3.Tired (Resources; Ob2 or Health; Ob3)
2.7.4.4.Injured (Healer; Ob3 or Health; Ob4 or reduce 1 ability)
2.7.4.5.Sick (Healer; Ob3 or Will; Ob4 or reduce 1 ability)

2.8.Advancement
2.8.1.Training
2.8.1.1.Advancing to the next level in an ability requires:
2.8.1.1.1.Current ability score in successful tests AND
2.8.1.1.2.Current ability score minus one in failed tests
2.8.1.2.Advancing to the next level in a skill you are trained in requires:
2.8.1.2.1.Current skill score in successful t...
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