ToS: Variant Rules and Clarifications
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.
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.
Gaining Conflict and Current Alignment
To prevent wild fluctuations of Alignment, when a Character is awarded Conflict based on Character actions, subtract the tens value of their current Alignment Score from 10 and then subtract this from the Awarded Conflict.
- Example - Galen is a despicable villain with an Alignment of 22. He violently beats a helpless man for information. The Narrator would normally award 8 Conflict for such actions. However, due to his low Alignment, Galen reduces this Conflict by 8 (10-2), effectively taking it to 0. Galen is not at all conflicted by his actions and finds it perfectly acceptable to act in this way.
- This has no effect on other sources of Conflict, such as through Sorcery, Curses, and other awards.
Much like Duty, Renown represents the Characters reputation and public image. Players are encouraged to suggest Renowns for their Characters, but the Narrator has final authority over what kinds of reputations the characters build. However, Renown is always a benefit.
When the groups total Renown reaches 100, its Legend Rank increases and at the end of the Session gain some reward. Note: I'm still tweaking and adapting the Contribution Rules but will have them ready when the group hits their first Legend Rank.
Triggering Alignment and Renown
These Rules are included in the Character Creation section but I'll repeat them here as well.
- 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.
Two Weapon Combat (including Shields)
In order to gain access to both the Two Weapon Strike Quality (inherent from using Two Weapons) and any Active or Passive Benefits from your offhand, you MUST accept the following penalty:
- If both weapons use the same Skill for their Attack Checks, you roll a single Check but Increase the Difficulty of the attack by one (add 1 Purple Die).
- If the weapons use different skills, such as Ranged (Light) and Melee or Lightsaber and Brawl, you increase the difficulty by two.
- If you successfully hit with your attack, you may spend 2 advantages (or One with the Paired Weapons Quality) to activate the Two Weapon Strike Quality and cause you target to take a second separate hit from your Offhand weapon.
- If you accept the increased Difficulty on your check, your Attack (ie Both Weapons) gain the benefit of any Passive Qualities from both weapons.
- Active Qualities only apply to the hits from their respective weapons and Active Qualities from the offhand can only be activated if you also Activate Two Weapon Strike.
There are several Spells that allow the character to use Arcane power to inflict injury on others. Doing so always requires an attack check (this will usually be a combined Casting Check).
- Touch based Attacks require a combined Casting + Brawl Attach Check
- Ranged Attacks follow the standard difficulties for Ranged Combat.
Depending on the Spell - Defense and/or Soak may or may not apply.
Often an Arcanist will be unable to generate sufficient in a single role to get their desired effect. This does not mean, however, that they are unable to do so, simply that they must take more time to gather power - this is known as Channeling or Ritual Casting. Once a character with an Arcane Rating has rolled as part of a Sorcery Check, they may choose to hold the generated and roll again the subsequent turn, adding the generated by both rolls together. They may do this a number of times equal to their Arcane Rating (so a Character with an Arcane Rating of 1 could make and combine two rolls). Each time a Character chooses to do this, they suffer 3 Strain.
NEW RULE: Sustained Effort
While Committing can grant powerful effects that remain in place - keeping the Arcane energies contained requires effort on the part of the Caster. For each you have committed, you suffer 1 Strain at the end of each Combat Round or Minute, as appropriate.
NEW RULE: Exhaustion
Certain encounters, environments, or conditions may apply Exhaustion unto a Character.
Exhaustion has 6 levels of increasing severity.
- 1: Character adds to all Checks
- 2: Character loses their free Maneuver during encounters. They may still Spend to gain up to a maximum of two maneuvers.
- 3: Character adds a to all checks
- 4: Character Upgrades the Difficulty of all Checks Once.
- 5: Character becomes immobilized and cannot take Maneuvers at all.
- 6: Death - the Character can no longer continue and dies.