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Cp2087 - Basics

1. Choose appropriate skill and attribute, depending on what you want to achieve with the roll. Target number (TN) is skill+attribute. 2. Apply modifiers to TN: -difficulty of the task: +/- 6 (very easy: +6, impossible: -6) -environment: +/-6 again (everything very calm: +6, super stressful situation: -6) maximum modifier is +/-12, usually. 3. Roll a d20 and compare it to TN. If roll<TN, success. If roll=TN critical success: something very positive happens etc. If roll=20 fumble. Something goes wrong, roll on fumble table with a -1 bonus for every 2 pts you have in the skill you rolled against, or master decides. se TN>20, crit al 19; se TN<1, crit al 1. I critici vanno confermati, ritirandi il d20 e facendo un successo. Se il secondo tiro non un successo, allora il critico non conta. Non esistono critici sul secondo tiro. -MoS=roll / MoF=roll-TN (misura quanto bene/male riesci a fare klks, se serve) (Margine di Successo, Margine di Fallimento) -Opposed rolls: who rolls higher but still beats TN wins. Crit wins. Se applicabile, use MoF/MoS. Se entrambi fail, stallo. Se pari vince quello con TN pi alto. -Delayed opposed rolls: ch rolls, note MoS/MoF. Other ch rolls, if beats MoS wins, altrim no. -Lacking the correct skill, use one of the following: -roll just against attribute. -skill affinity: if you have a very similar skill, use that one but with a -4 on the TN. -use cultural familiarity: For every 3 pts in general knowledge, add +1 to TN. -Taking time/Rushing the job are included in the "enviroment" part of the modifiers. (+/-2 se raddoppi/dimezzi tempo, +4 se triplichi etc) -trying again: master decides if it can be done or not. Usually it has a penalty, depends on situation. -helping: (included in environment) each ch helping another ch rolls against a relevant skill with a +4. success: help: +2 to TN / fail: no bonus crit: extra help: +4 to the TN / fumble: not helping but hindering: -2 to TN -complementary skill: if you have another skill useful for the task at hand you can roll against it with a +4 and add the bonus/malus to your successive roll. success: +2 crit: +4 fumble: -2 -luck: use luck pts to decrease any roll. Used after dice is rolled. You can use your whole amount every game session. Can't "crit" using luck to change roll; cant cancel a fumble with luck. -tiri vs stat: TN stat*2 o stat+stat, con +/-12 in base a difficolt/ambiente. Critico&fumble esistono. Ad esempio forza puro per rompere legacci, o intelligenza per arrivare and un indizio. -description: if player describes his action in detail he may gain a +2 on the TN.

-tiri di "successo semplice": servono per vedere quanto bene fai una cosa che faresti sicuramente. Tiri normalmente e in base al MoS la fai meglio o peggio. Se sbagli non succede niente, solo non la fai benissimo. Crit: molto molto bene. Fumble: ci riesci per un pelo. -tiri con d10: iniziativa/saves(<=)/face off: In questi casi non esiste critico o fumble. -azioni che consumano tempra...puoi fare pause for breath come in combat o tiro su resistenza per ignorarne gli effetti negativi. (nuoto prolungato, corsa prolungata etc) -mediamente se dimezzi un valore arrotondi sempre per eccesso. -difficulty=modifiers: 5=+4 \ 10=+2 \ 15=0 (average) 20=-2 \ 25=-4 \ 30=-6 etc (adattamento da cp2020)