Session 1 Mechanics Updates

Several updates were made to the game mechanics after session 1, updating Insight and rolling, and clarifying combat rules.

Insight isn’t a Truth Potion

To tell if a statement is true, you can use the following:

  • Think if the statement conflicts with what you know.

  • Ask the Keeper if you have conflicting knowledge (in case you forgot something you were already told, or if your character knows world knowledge). A Know roll may be required.

  • Ask the Keeper if the character seems to be lying.
    You may get a hint ("the player is shifting back and forth") which may or may not imply lying, be told directly that the character seems like he’s lying, or need to make an insight roll to see if you spot a subtle tell.

Dialog before Rolls

The first session had a lot of skill/roll focused activity, to get used to using skills/rolling dice.

Starting in the second session, I’ll be asking players to describe what they are doing, and determine the required skill as a result. The goal will be to eventually have dialog like:

Keeper: you come to a fork in the road.
Player: I look for footprints on both sides.
Keeper: The road is quite dusty, and you see many footprints leading down both paths.
Player: Can I tell if the footprints are recent?
Keeper: Due to your natural tracking skill (80%), you would tell that many people have gone down both sides within the last week, but nobody has gone down the left side today.
Player: How many people have gone down the left side today?
Keeper: Due to the high traffic, it’s hard to tell the exact number. Roll for tracking.
Player: I get a regular success.
Keeper: Again, there’s a lot of foot traffic, so it’s hard to get an exact number (requires extreme success), but you’d guess that somewhere between 10-20 people have gone down the left side today.

Group Rolls

Players should assume that only one player will attempt skills such as lockpicking or insight. Only in some cases will I ask for everyone to roll (e.g. group stealth).

Pushed Rolls

In some cases, players can push/retry a failed roll. Repeated fails of the same roll can have negative consequences, but the exact consequences will be up to Keeper discression.

Shock

If you take over half your maximum health points in a single wound, you will me majorly wounded, and fall to the ground prone. Mark that you have taken a major wound.

You will also have to make a CON roll. On a failure, you will fall unconscious.

Moving Past People

The rules do not have an explicit action players can take if an enemy moves past them, e.g. given an opportunity to strike/block them from moving.

In extreme cases (e.g. moving past someone completely blocking a corridor, moving into a massive crowd), the Keeper reserves judgement to allow a fighting maneuver to stop the enemy, or even allow a minor attack requiring the player to dodge the blow as they run past. The action by the stationary player may take up the player’s next action.

Also, according to Keeper discression, players may occasionally "hold" an action to block the way - not attacking or making another action on their turn, but be ready to block a second moving character if the moving character comes past or attempts to pass the blocking character.