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The Window - 2nd deluxe edition - Summary.

The Window - 2nd deluxe edition - Summary.


Digital version: 2.0.0

Official rules.
The rules...
The three precepts.
1. Everything about a Window character is described with adjectives rather than numbers. 2. It is the actor's responsibility to play their role realistically. 3. A good story is the central goal.

Inherent traits (xxx has...).

Strength. Agility. Health. Knowledge. Perception.

Skills (xxx is...).

Any ability which a character possesses that is not an inherent trait. Skills can be anything and they can cover very wide areas of knowledge or be minutely specific. It is far more important that a skill describe a character well than be exactly clear as to what they allow them to do.

Competency.
The Window competency ladder.

Incredible or legendary (D4): unbelievable, grandmaster, superhuman, supernatural, godlike... Very high or superb (D6): master, astonishing, remarkable, amazing, stupendous, prodigy, unequalled... High or great (D8): expert, highly skilled, very good, highly accomplished, natural, elegant... Above average or good (D10): professional, impressive, talented, skilled, proficient, practised... Average or fair (D12): average, competent, fair, not bad, pretty, good, decent, mediocre, commonplace...

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The Window - 2nd deluxe edition - Summary.

Below average or mediocre (D20): below average, amateur, beginner, hobbyist, struggling, unreliable... Low or poor (D30): low, unskilled, incompetent, poor, crappy, non-existent, bungling...

Dice rolls...
Success or unopposed rolls.

Standard roll: 6 or less.

Percentage of success for a roll. 1 2 D4 25 50 D6 17 33 D8 13 25 D10 10 20 D12 8 17 D20 5 10 D30 3 7 1 2 3 75 50 38 30 25 15 10 3 4 100 67 50 40 33 20 13 4 5 100 83 63 50 42 25 17 5 6 100 100 75 60 50 30 20 6 7 100 100 88 70 59 35 23 7 8 100 100 100 80 67 40 27 8 9 100 100 100 90 75 45 20 9 10 100 100 100 100 84 50 33 10

D4 D6 D8 D10 D12 D20 D30

Contest or opposed rolls.

Whoever rolls lower wins (if there's a tie, there's a tie). The difference is considered, and the storyteller narrates the results.

Health rolls.

Special kind of success roll. Used when a character is hit. Target number based on damage potential. A successful health roll means that your character is able to resist the effects of the damage, at least for a while. A failed health roll, can mean several things, depending on the situation (stun, knock-out...). Often, the character's health trait drops down a rung on the competency ladder. For serious damages, multiple health rolls may be needed.

Death.

When a character falls out of the competency ladder, he is at best in coma and at worst very, very dead. Both the actor and the storyteller determine if it's time for a character to depart from the story.

Healing.

One rung down (Hurt): a relatively minor amount of damage; he can recover after a day of rest and basic treatment, or sometimes after receiving first aid.

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The Window - 2nd deluxe edition - Summary.

Two rungs down (Very hurt): very serious brush, lot of blood and shock. Healing requires medical attention and several days of recuperation. Three rungs down (Incapacitated): some serious damage, shattered bones and gaping wounds. Basic recovery requires at least one month of serious care. Four or more rungs down (Near death): in traction or coma. Recovery is through fate, extreme luck or divine intervention.

Plotting rolls.

Needed at story crossroads when all characters are involved with what might happen next. No target number: result is a plotting guidance for the storyteller.

Optional rules.
Luck (rolls).

Called when chance is all that stands between two paths for the story to take, or immediately after a failed critical roll to give a character that one last chance... Standard roll: 6 or less.

Trading luck.

When failed a luck roll. Possibility to permanently trade (one permanent rung down) luck to change the roll to a success.

Sanity (rolls).

Used for when character sees or experiences something truly horrible. Failure can mean bouts of uncontrollable fear, development of phobias or even complete madness. Target number based on how powerful the horror is. For a failed sanity roll: character's sanity trait drops down a rung.

Insanity.

When a character falls out of the competency ladder, he goes insane (just as bad as death...). An insane character becomes property of the storyteller.

Magic.
The (three) precepts of magic.
1. Magic must be an extension of the character. 2. Magic must advance the story. 3. Magic must never become routine. Page 3 of 10

The Window - 2nd deluxe edition - Summary.

Spells and rolls.

Spells are skills and fall in the skill listing. Spells rolls are used for activate them. Magic rolls are used for maintaining spells, resisting magical attacks and casting unknown spells. The storyteller should consider the creativity of the player for the difficulty of the roll.

Exhausting magic.

Character magic trait may drop competency rungs. A magic roll is called for fatigue. If magic drops completely out of the competency ladder, the character is totally drained. A drained character makes rolls that affect health.

Character experience.
Evolution using no points.

The storyteller and the actor talk together and make modifications only when they make sense.

Experience chart.

Improve from D30 to D20: 2 points Improve from D20 to D12: 3 points Improve from D12 to D10: 4 points Improve from D10 to D8: 5 points Improve from D8 to D6: 6 points Improve from D6 to D4: 7 points

Limitations.

Inherent traits: max. 1 point/session. Not practised skills: max. 1 point/session. Practised and trained skills: no limitations.

Assigning experience points.

Were both you and your character involved in the story? What questions does your character have above the story or herself after tonight? Bonus points for a notably excellent acting sequence... Page 4 of 10

The Window - 2nd deluxe edition - Summary.

Armour.
Managed narratively.

Armoured characters won't be asked for health rolls as often. Attacking characters have to win contest rolls by wider margins.

Armour rolls.

The armour can be used as a substitute for health rolls. Only if you miss the armour roll do you have to make a real health roll. Armour rolls are used also when the armour could be damaged. For a failed armour resistance roll: armour drops down a rung. Armours may have different level of protection against different kinds of attacks.

The Window armour ladder.

Godlike armour (D4): protection form on-high or unbelievable super technology; essentially immune to damage. Only an attack on an equally amazing level would be capable of getting through. Incredible armour (D6): magical or extremely ultra tech; invulnerable to normal attacks and most special attacks as well. Armour of this kind is inaccessible to all but the fewest fortunate souls. Excellent armour (D8): well crafted, magical plate mail; protect well against the majority of normal attacks. Highest sort of armour a normal person could acquire. High grade armour (D10): full-plate or exquisitely crafted chain-mail; keep its wearer alive against many physical threats, though it is not impregnable. It would be given to elite troops or owned by nobles. Good armour (D12): suit of chain or scale-mail with bracers and perhaps a shield; provides solid protection, but it can certainly be bypassed by skill or force. This is the sort of armour worn by most professional warriors. Mediocre armour (D20): studded leather or a full suit of lighter leather; provides little more than a shock absorbance. It won't turn blows or be much use against missile weapons. Poor armour (D30): leather breeches and a pair of leather bracers; for the most part it will do little more then keep your elbows from getting scraped.

Super powers.

A second competency ladder which is "above" the normal one (the shebang! one). A character would simply succeed "normal" tests.

Multiple competency rungs.

Two or more competency levels can be used, each describing a different aspect of the ability.

Wealth.
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The Window - 2nd deluxe edition - Summary.

It estimates the character's monetary resources.

Characters.

Characters who are unique and entertaining are central to good role-playing. All that you need is to delve into your passions and come out with a character idea that interests you. Be sure you understand the world and the kind of story the storyteller has in mind. Though the storyteller will never understand your character as well as you do, it's imperative that he understands well enough to tell a good story.

Character creation tips and tricks.


Be specific and original.

Frequently, a few very specific notes about a character can say more than volumes of generalizations.

Ten big background questions.


1. How old is he? 2. Where was he born? 3. What did his parents do for a living? 4. What religion did his parents practice? 5. What was his relationship with his parents like? 6. Where did he live as a child? 7. Was anything happening historically during his childhood? 8. How did he spend his time as a child? 9. Was he happy as a child? 10. How did he decide what to be as an adult?

Ten big personality questions.


1. Are there any adjectives which embody his personality? 2. Does his personality remind you of an animal or object? 3. What are his goals and motivations? 4. How far will he go to achieve his goals? 5. What does he fear most? 6. What does he love most? 7. How competitive is your character in various aspects of his life? Page 6 of 10

The Window - 2nd deluxe edition - Summary. 8. What are his best and worst qualities? 9. How does he act when he first meets men? Women? 10. How do they react to him?

Personal connections.

For each stage in your character's background (childhood, teen years, college, young adulthood...) think about the people who affected her. Who is she close? Who acts as her foil? Who contrasts with her? Who is similar? What qualities make him a character the other actors will be as interested in as you are? What qualities may make them dislike him?

Pivotal events.

What was his first real encounter with death? With love? With betrayal? When and where did they happen? What people were involved? How did these events change his point of view?

The voice.

Does your character talk fast or slow? Does he talk a lot or hardly at all? Deep voice? High voice? Does he speak with any sort of accent? What phrases or figures of speech is he partial to? Does he view talking as a tool or as social interaction? Is his voice soft? Abrasive? Enthusiastic?

Posture and expression.

How does he stand? How does he sit? How does he walk? Relaxed? Slouched? Straight? Page 7 of 10

The Window - 2nd deluxe edition - Summary.

Is there a particular stance which he often falls into?

Unofficial rules and variations.


Expanded traits.
Inherent traits (xxx has...).
Active traits.

Agility/Quickness. Knowledge/Memory. Presence/Empathy. Reasoning/Intuition. Strength.

Resistive traits.

Health/Constitution. Magic/Faith. Sanity/Self discipline. Wealth/Social status.

Special traits.

Luck/Fate.

Starting traits and skills.


10 values - 4800 points.
Very high or superb High or great Above average or good Average or fair Below average or mediocre Low or poor 1 1 1 1 3 3 Very high or superb High or great Above average or good Average or fair Below average or mediocre 1 0 1 0 1 0 1 0 Low or poor 1 2 3 4 5 6 7 8 2 1 0 2 5 2 3 0 2 3 2 2 4 0 2 2 4 2 5 0 1 5 2 1 6 0 1 4 4 1 7 0 0 7 2 0 8 0 0 6 4 0

Character experience.
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The Window - 2nd deluxe edition - Summary.

Experience chart.

Improve from D30 to D20: 100 points Improve from D20 to D12: 200 points Improve from D12 to D10: 300 points Improve from D10 to D8: 500 points Improve from D8 to D6: 800 points Improve from D6 to D4: 1300 points

Limitations.

Improving inherent traits requires 2 or 3 times more points and a plot motivation (master training, prolonged exercise...). Improving skills to D6 and D4 requires a plot motivation (master training, prolonged exercise...).

"D20 only" conversion.


Competency.
The Window competency ladder.

Incredible or legendary [skill: +11]: unbelievable, grandmaster, superhuman, supernatural, godlike... Very high or superb [skill: +8]: master, astonishing, remarkable, amazing, stupendous, prodigy, unequalled... High or great [skill: +5]: expert, highly skilled, very good, highly accomplished, natural, elegant... Above average or good [skill: +2]: professional, impressive, talented, skilled, proficient, practised... Average or fair [skill: 0]: average, competent, fair, not bad, pretty, good, decent, mediocre, commonplace... Below average or mediocre [skill: -3]: below average, amateur, beginner, hobbyist, struggling, unreliable... Low or poor [skill: -6]: low, unskilled, incompetent, poor, crappy, non-existent, bungling...

Dice rolls...
"D20 only" rolls.

20: exceptional/critical success. 1: exceptional/critical failure. Delta = RollValue + SkillBonus - DifficultyCheck.

Success or unopposed rolls.


If Delta >= 0, then success. Page 9 of 10

The Window - 2nd deluxe edition - Summary. Percentage of success for a roll. 19 65 50 35 20 10 5 5 19 17 85 60 45 30 20 5 5 17 15 95 70 55 40 30 15 5 15 13 95 80 65 50 40 25 10 13 11 95 90 75 60 50 35 20 11 9 95 95 85 70 60 45 30 9 7 95 95 95 80 70 55 40 7 5 95 95 95 90 80 65 50 5 3 95 95 95 95 90 75 60 3

+11 +8 +5 +2 0 -3 -6

+11 +8 +5 +2 0 -3 -6

Contest or opposed rolls.

Whoever has the highest Delta wins (if there's a tie, there's a tie). The difference is considered, and the storyteller narrates the results.

Other rolls.

Health, luck, sanity, spell, armour, wealth... done in the same way.

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