Passing Strange Pt. 3: Doing Things
(There are many rules like these, but these are mine).
Doing things
In Passing Strange
you do things by announcing your intent. If it is a trivial thing you
want to accomplish, the GM will generally allow it, but if the
outcome uncertain it comes down to a roll of the dice.
Roll 1D6 and add the
relevant stat.
Soon this man will have to make a roll. |
Stat |
Rolled for |
Prowess |
Fighting. Shooting guns, swinging bats, pushing knives in
between the ribs. May sometimes be used to impress upon others
that you are bad news. |
Physique |
Purely physical tasks. Running, jumping, lifting, swimming and
enduring physical hardship. |
Brains |
Mental tasks. Keeping focus when cracking codes, researching,
noticing patterns or other cognitive challenges. Also resistance
against thought- or emotion-altering magick.
|
Luck |
Leaving it up to outside forces (Dame Fortuna, God, The
Basilisk…). Showing the world that the best you can do is
relying on dumb luck.
|
ATM |
Buying things, or making it seem as though you’re ‘good for
it’.
|
The unremarkable
person will have between 2-4 in a stat (except ATM which fluctuates a
bit more).
Difficulty comes on
a scale:
Difficulty
|
Name
|
Average person’s chance off success
(3 in the pertinent stat)
|
7
|
Commonplace
|
50%
|
9
|
Hard
|
16.67%
|
11
|
Arduous
|
The realm of experts
|
15
|
Inhuman
|
The realm of gods
|
It is important not
to demand rolls for everything. Most of the tasks we do every day are
not challenging enough to warrant one. A Commonplace success is still
a success of a kind. Even if you were trying to perform, say, an
Arduous task, a Commonplaceplace success will still give you
something. That something may just be the knowledge of exactly what
went wrong, but that knowledge may be valuable if you live.
If your stat is
higher than the difficulty you do not need to roll. If the stat is
Luck you still lose a point though.
Opposition
In cases where your efforts are being actively opposed, both parties
roll, and the side with the highest success wins. If both sides get
the same difficulty, the highest roll wins. A roll+stat of 11 and 12
both mean an Arduous success, but the 12 is higher and wins.
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