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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