Difference between revisions of "ToS: Variant Rules and Clarifications"

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(New page: =Alignment (Replaces Morality)= All characters, regardless of Arcane Rating have an Alignment Score. This represents their overall willingness to perform evil or self gratifying deeds at ...)
 
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=Alignment (Replaces Morality)=
 
=Alignment (Replaces Morality)=
All characters, regardless of Arcane Rating have an Alignment Score.  This represents their overall willingness to perform evil or self gratifying deeds at the cost of others.<br>
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All characters, regardless of Arcane Rating have an Alignment Score.  This represents their overall willingness to perform evil or self gratifying deeds at the cost of others.
 
This is a common theme in Fantasy Games, and while there is no real need to do the two-axis approach from Dungeons and Dragons, it is important to capture that within this game.
 
This is a common theme in Fantasy Games, and while there is no real need to do the two-axis approach from Dungeons and Dragons, it is important to capture that within this game.
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Much like Force and Destiny, once a Character has achieved an Alignment Score of 71-80 they increase their Strain Threshold by 1. At 81-90, they increase their Strain Threshold by an additional 1 (for a total of 2) ''and'' generation an automatic Light Side Destiny Point at the Start of each Session.  Finally at 91-100, the character increases their Strain threshold again (for a total of +3) and once per session, when the character is acting within their Emotional Strength, they may gain the effect of Spending a Destiny Point, without actually doing so.  In this game the character is considered a Paragon when they reach 71.
 
Much like Force and Destiny, once a Character has achieved an Alignment Score of 71-80 they increase their Strain Threshold by 1. At 81-90, they increase their Strain Threshold by an additional 1 (for a total of 2) ''and'' generation an automatic Light Side Destiny Point at the Start of each Session.  Finally at 91-100, the character increases their Strain threshold again (for a total of +3) and once per session, when the character is acting within their Emotional Strength, they may gain the effect of Spending a Destiny Point, without actually doing so.  In this game the character is considered a Paragon when they reach 71.

Revision as of 01:28, 3 December 2016

Alignment (Replaces Morality)

All characters, regardless of Arcane Rating have an Alignment Score. This represents their overall willingness to perform evil or self gratifying deeds at the cost of others. This is a common theme in Fantasy Games, and while there is no real need to do the two-axis approach from Dungeons and Dragons, it is important to capture that within this game.

Much like Force and Destiny, once a Character has achieved an Alignment Score of 71-80 they increase their Strain Threshold by 1. At 81-90, they increase their Strain Threshold by an additional 1 (for a total of 2) and generation an automatic Light Side Destiny Point at the Start of each Session. Finally at 91-100, the character increases their Strain threshold again (for a total of +3) and once per session, when the character is acting within their Emotional Strength, they may gain the effect of Spending a Destiny Point, without actually doing so. In this game the character is considered a Paragon when they reach 71.

The reverse is also true. At 29-20, the Character reduces their Strain threshold by 1 and increases their Wound Threshold by 1. At 19-10, the do so again, and also generate a Dark Side Destiny Point at the start of each Session. Finally at 9-0, the characters Wound and Strain thresholds are adjusted for a third time, in addition, Once per Session, when acting within their Emotional Weakness, they may gain the effect of Spending a Destiny Point, without actually doing so. In this game the character is considered to be Eclipsed when they reach 29.

Conflict

Much like Force and Destiny, characters earn Conflict for committing selfish, aggressive or violent acts (using the same awards). However, character intention will play into the Conflict award and potentially adjust it up or down. Unlike Force and Destiny, however, Conflict is not resolved at the end of each Session. It instead remains and continues to build until the Characters Morality is triggered - see below.

    • In addition, at the start of each Session, the Narrator rolls d100 and consults the Alignment and Renown Tables.
      • The Character whose Alignment is closest to the Result will have their Alignment Triggered during the course of that Session. If the result exactly equals their Alignment score, that Character gains +1 to either their Strain or Wound threshold for that Session (players choice). At the end of each Scene where that Character's Player compellingly role-plays their Emotional Strength or Weakness, they may adjust their current Conflict Score up or down by 1 point (Conflict may not be reduced below 0). At the end of that Session, that Player rolls a d10, subtracts their current Conflict, and then adds that result to their Alignment Score. After which their Conflict resets to 0.
      • If the d100 Result is within a Character's Renown range, that Character's reputation is activated for that Session. The Activated Character gains +2 to Strain Threshold and all other Characters gain +1. At the end of that Session, double any Renown generated by that Character.