diff -r 000000000000 -r 1397c2bfefa2 advacts.en.sgml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/advacts.en.sgml Mon Dec 26 19:21:22 2005 -0500 @@ -0,0 +1,88 @@ + + + %struct-dtd; +]> + + Advanced Actions + + Although the actions type presented in the preceding section + permit to resolved must situations, there is some actions that can + be heavy to handle or better reflect by other mean. The Game + Master shouldn't be confused by such details and interpret the + results in the must convenient way for herself, the players and + the story. However, sometime, by slightly modifying a rule, you + can find a new one with a result sufficiently pleasant that we + want to reuse it again. This new method became a new rule, a new + Chord and this section purpose is exactly to present those rules + specially chosen for Arpeggii. Be free to freely choose those + ones you want to keep for your own Symphony. + +
+ Surpassing action + + Surpassing actions add a new element: the risk. A level of + risk is assign to each action, or even to a group of actions, + along with the difficulty. + When the PC roll is margin of + success, the risk obtain is the sum of + the risk level and the difficulty minus the degrees of success. + This risk can then be either directly add to pain points (only if the risk is + greater than zero), as a damage level to a soak roll, or to any other effect + decide by the GM. + + This rule can look abstract but is a very simple method to + deal with self-performance in a fun and interesting way. The + risk level associated with an action enable you to take into + account a certain amount of self-sacrifice without making the + action more difficult. For example, a long-distance runner can + try to run even farther but the supplementary effort taken can + cost him a lot, even if he succeed. + + + Surpassing Action + + A marathon runner with a +4 level in Run try to run the + marathon faster than his average. The GM estimate that this + kind of action is a surpassing one with a risk level of +3 and + a difficulty equal to +5 - [the number of minutes below the + average]. If the PC try to do the run in 10 minutes under the + average, the difficulty will be +5 - 10 = -5, and if he choose + to do it in 30 minutes less, instead, the difficulty will be + -10. The PC choose to make at 30 minutes below the average. + He roll the dice and got a +10, a success margin of +10+4-10 = + +4. So he does it very well. However, the risk taken is now + +3 (the risk level) +10 (the difficulty) - +4 (the degrees of + success) = +9. So our poor runner take 9 points of pain and + must do a fainting roll to not lost his consciousness. + + +
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