Human Paragon 3
2010-06-25, 03:00 PM
Hi guys. I am working on a Burn Notice RPG based on Burning Wheel (specifically Mouse Guard). I'm looking for advice on skills and Training (analogous to Mouse Guard's Nature and general ideas about how to run the system.
Here are my design notes so far:
A conversation between a friend and myself where I explain the system:
This will be replaced with a much clearer explanation soon.
What you should get out of this:
Training: Like Nature in Mouse Guard, but there are many types, each with a different set of 4 situations attached to it.
Wits: Will in Mouse Guard
Conditioning: Training in Mouse Guard
For skills, see next section.
me:
the central mechanic of the game is a basic skill challenge, rolling a
number of six siders against a target number or in a versus test. 4-6 is success
Kevin: But you're not talking about a D&D 4e skill challenge right?
me: no, it's more like rolling a skill check. so if the Obstacle (Ob) (like DC) is 4, you would need to roll 4 successes. if your skill is 4, you get to roll 4 dice. so to succeed on that check, you would need all of your dice to succeed, which is pretty unlikely [ED, actually not possible to succeed there without help!]
in a versus test, it's a roll-off. so if you and I were arguing, I would roll my persuasion vs. your persuasion to try to bring the other guy around. or a third party. more successes wins
it's more nuanced than that, but this is the main mechanic for the game
so your skills are basically everything to you. fighting and marksmanship are skills just like any other
in a fight, you roll your fighting skill etc. (the combat system for big fights is a lot more in depth than just a roll off, however)
with me so far?
Kevin: Yes
me: k. your have three attributes, apart from your skills
Wits, Conditioning and Training
Wits is like Int/Wis/Cha. Conditioning is like Str/Dex/Con
You test them when there's no appropriate skill to test, or in basic tests of wits and conditioning (running, climbing, etc)
Training is really really important
It's sort of your skill identity. It represents a big part of your background and capabilities
so yours would be Confidence Man
if you're a really great confidence man, who depends on his training to get by, you will have a high rating in this
If you're a so-so confidence man, but more well rounded in other ways, you will have a lower rating
Each Training set has 4 "gimme skills" associated with it
Looking at confidence man, they're Persuasion, Fraud, Deception and Sleight of Hand, so whenever you make a test for one of these skills, you use your Training score
now, If you wanted to make a computer hacking test, you'd use your computer hacking skill, which is separate--it doesn't involve your training
However, you can "go against your training"
which is to say, use your training score on a skill not associated with it
So, today you really, really need to hack a computer. You say, OK, I know a little about computers, a computer is like anything else and can be conned"
you use your Training in place of the computer hacking skill. If you succeed, good job.
If you fail, your training is taxed. it temporarily goes down by one. you're forgetting your training, learning not to rely on it so much or whatever
Additionally, you can spend points that you earn throughout the game to add your training to skill rolls, called Tapping your Training
so if you really needed to, you could make a persuasion check, and add your training, effectively getting your training to the roll twice
but this costs a resource, and if you do it on a non-training-related skill, you risk significantly degrading your training
any questions?
Kevin: Significantly, as in more than the normal one point?
me: Up to all of it, depending on bad you **** up
You degrade it by the margin of failure, so if the obstacle was 10, and you tapped your training on a non-trained skill, and rolled 5 successes, you would degrade your training by 5
it's a powerful maneuver, but if you do it, make sure you know what you're doing
Kevin: Can multiple people contribute successes against the same Ob?
me: yes, via teamwork. anyone can help anyone with anything
Kevin: Even throwing a punch?
me: sure
lemme explain
ok, say you're trying to knock a dude out in one punch (your example)
You would make a fighting test vs. his conditioning, normally
Let's say I'm worried you won't be able to do it
I say "I'll help. I'll use my deceiver skill to distract him. When he
makes eye contact with me, you punch him in the temple."
if everyone agrees this would probably work, I hand you ONE die and you add it to your roll
There are several other ways to increase your die pool
You can boost it with a trait, by using one of your wises (special knowledge skills) by having the exact right tool for the job (brass knuckles, for example) or by spending points that you've previously earned.
you can also purposely hinder yourself: "I feel bad about sucker punching this guy. I think my compassionate trait will hurt me here. I get -1d"
by using your traits to make life harder for yourself, you earn checks that you can use later
by complicating things for yourself, you get more agency later when the initiative is in your hand
each session (episode) is broken into A Story scenes and B Story Scenes
during the A Story, the GM challenges the players with obstacles
during the B Story, the players rest up, investigiate their subplots, make plans etc.
but during those scenes, it costs you "checks" to do stuff. you earn checks during the A story scenes by making life harder on yourself via traits
savvy?
Kevin: This latter bit being a mechanic devised by you?
me: actually, no. altered.
in mouse guard, there's GM's Turn and Players' Turn. each lasts about two hours, but I think it's better to have more of them, shorter, alternated, to simulate the show
Kevin: So, you can't, say, have three players all roll their lock picking skill
against a locked door, and add all their successes together?
(To pick a very borderline case)
me: no
Kevin: How about if they all rolled their conditioning simultaneously to try to break down the door?
me: one guy runs point. the rest help
Kevin: And they can only give one dice
me: yes. one die is a lot in this game, though
Kevin: So you said you can add dice for Wises and traits to the skill rolls, but you intimated there was more to it than just adding the numbers together?
me: anything you do to improve your roll improves it by one die
Kevin: So it doesn't matter how wise or witty you are, just one dice.
me: so if you use a trait, a wise, two instances of teamwork and one fate point, you would add 5
yes, that's right. your wits and training can be used to break ties though, so if you're wittier, you're more likely to succeed
let's say you're lock picking, and the lock obstacle is 4, and your infiltration is 4 you need 4 successes, pretty tough [ED, again, this is wrong, you need 5 successes]
so you get some help, get special lock picks, spend a point and use your "focused" trait to add 4 to your roll. you get to roll 8 dice at the problem
now let's say statistics bare out and you got exactly 4 successes. that's a tie
now you have a few options:
1. You can spend a point to get another die or rerroll something to try and break the tie
2. You can use a trait to break the tie in the gm's favor
3. I would say that this is a physical challenge, since you're physically opening the lock, so you could roll your conditioning
Kevin: Wait, I think you need to explain traits better. Also, you need to roll one more than the ob?
me: yes. you need to beat the ob
Kevin: You said if you rolled 4 successes against the Ob 4 you'd be fine
But anyway
me: no, that's a tie
Kevin: Explain traits
me: ok, traits are pretty loosey goosey. they are one part role playing cue, one part bonus giver, one part monkey wrench. every trait is mechanically the same. they all do the same thing. they just can be used at different times. it's up to you and the group to decide when it's appropriate to use it
Traits have two main uses
First, when appropriate, they can help you in a test
A level 1 trait is usable once per session to give you an extra die roll
so, you could say "I use my focused trait to add a die to my lock picking check"
Kevin: Level 1
?
me: during character creation you selected it once
a level 2 trait is the same, but you can use it an unlimited amount of times
a level 3 trait does all that, plus once per session, after you roll you can re-roll all the squibs (failures)
so that's how you help yourself with traits
you can also hinder yourself with traits, and in this capacity, they're also all the same
you can either use a trait to break a tie in your opponent's favor, use it to hinder yourself (-1 die to a roll) or to help your opponent (+2d to his roll)
hindering yourself gives you one check.
tie breaking or helping an opponent gives you two checks
you spend checks later to make tests during B Story scenes
so those are the basics of how the game works
big fight scenes have a more complex system
and your margin of success or margin of failure on tests have implications
with a major scene (it could be a fight, a stand off, a chase, an argument
or whatever) instead of just making a test, you script out three actions in advance. then you reveal your actions and your opponents actions at the same time, one by one, and depending on what action you selected there are
different effects
so it's about guessing what your opponent will do as well as choosing the best way to attack
Kevin: But wait... What if his actions 1 and 2 make your action 3 (for example) something you no longer want to do? Do you still have to? Is the thinking that things are going too fast to change course?
me: yeah, more or less.
Kevin: For example, say your step 3 was "Shoot him" and his step 2 was to say, "Wait, I have information on your daughter!"
me: well, once you're fighting, you're fighting. maybe his wait wait i have your daughter was a feint or a defensive move, which could actually save him even if you do decide to shoot at him
Kevin: But the point is, I can't like, just not perform that action?
me: no, if you choose attack, you have to attack
Kevin: Even if I don't think my character would given the new situation?
me: it's easy enough to say that you shot before you heard him
Kevin: Sure.
me: these things are happening fast
it's really focusing in on every single blow, or movement. and you can change your description of the actions
the action you write down would be "Attack"
Kevin: I was thinking more if like, action 1 was stall him (so an ally can do
whatever), action 2 threaten him with gun, Action 3 shoot him.
me: that would be Maneuver/Defend/Attack. then it's up to you do describe those actions in context. the attack could be a pistol whip, or you could shoot him in the face
In this game, compared with D&D for example, you give up a little bit of agency over your character in exchange for a great deal more agency over the world at large
Sometimes you have to follow actions you scripted. Other times, like when you fail a check, the DM gets to describe your characters action, how and why you failed-- what you did wrong
in return, you get to make up NPCs, add facts to the world with your wises, make people see things your way and do what you want etc.
Kevin: So there's a set list of actions that are allowed in these combats?
me: yes, there are 4 types, but they're so broad they can represent a variety of actions. the actions are Attack, Defend, Feint, and Maneuver.... though I wouldn't be opposed to adding more action types
The interactions between them are fairly deep though, with 16 possible combination
me: Burning Wheel, the system Mouse Guard is based on, has a much more
complicated combat system (cause it is a fantasy RPing game)
Kevin: Now, what's all the business with Beliefs? And Instincts?
me: ah. beliefs are a guiding principle you make up for your character, about how they view the world, or what they're doing. it should be broad, but not too broad
for instance, "America is the greatest country in the world" is a little
too broad, cause it doesn't influence your behavior much
"Others must know that America is the greatest country in the world" would be better, cause it indicates a behavior on your part
it's like your creed
you get rewarded for following your belief, and it's the GMs job to challenge the belief
instincts are what your character does without thinking. you get rewarded for following your instincts, and they are great RPing cues. You can also point to them to have had your character retroactively do stuff sometimes
They're phrased like this "I always perform action X under condition Y"
always/never whatever
so one might be "When threatened, I draw my gun."
Then later when bad guys step up to you, bam. "I draw my gun!"
You get rewarded for following this instinct. it can get you into trouble, though. and it's the GMs job to put you into situations where your instinct kicks in, good or bad
you don't have to follow your instincts. you can suppress them
you also have goals and you get rewarded for perusing and completing them. i'll probably have a Season Goal that arches multiple sessions and an Episode Goal which you try to complete by the end of the session
me: making sense now?
Kevin: I think so, more or less. And from what I read in that description, failure more swerves the plot than anything else?
me: yeah. it often adds in complications that are made up on the spot, which reminds me of burn notice. like, you break into the office building, but it turns out that they had a suspiciously over-compensating security system. or you're intimidating some thug, when the assassin from two episodes shows up and starts shooting at you
alternatively, in do-or-die situations, you could succeed, but take on a condition, (injured, angry, compromised) that will hurt you for the rest of the
episode, or until you can rest up or bounce back from it
Skills and Traits:
SKILLS
Fighting
How good a scrapper are you? Fighting measures your hand-to-hand combat abilities whether with a knife, baseball bat, bottle, or kung fu. Often a versus test.
Marksmanship
Your ability to reliably and accurately fire and aim a firearm even under pressure. Often a versus test.
Pilot
The pilot skill is used to fly all manor of aircraft.
Factors:
Craft
Commercial or Private Plane, Fighter Jet, Helicopter or Exotic Craft
Task
Safely Fly, Evasive Maneuvers, Perform Stunt
Precision Driving
Anyone can drive, but precision driving measures your ability to achieve specific goals behind the wheel, pulling of stunts, ending car chases, hitting a moving target with a vehicle etc. In a chase, this can also be a versus test, and is the main attack skill for car chases.
Factors:
Vehicle Type
Performance Vehicle, Well Kept Vehicle, Beater
Maneuver
Escape or Give Chase, Disable Another Driver, Negotiate High Speed Collision Against Moving Target
Deception
Hiding the truth through your words and body language, or making what is false seem true. Includes intimidation. Often used for feints and maneuvers in arguments.
Negotiation
Achieving goals, either for yourself or on behalf of somebody else, through discussions and compromises where each side gives up something they want in exchange for something else they want. The best negotiators give up little to gain a lot, and leave both sides feeling like they "won" the engagement. Also used for haggling. Can be used to maneuver in arguments, or to perform any action in a true negotiation.
Persuasion
Getting others to see things your way through earnest and passionate arguments, appealing to reason and/or emotion. You don't hide the truth or obscure your goals. You rely on the power of your words and the correctness of your arguments. The main attack and defense skill for arguments. Can also be used to make inspiring speeches.
Surveillance
This skill lets you case an area or observe person without being noticed. It encompasses knowledge of surveillance technology as well as knowing what to look for on a stake out. Occasionally it can be a versus test.
Factors:
Task
Monitor Device, Set Up Device, Jury Rig Device
Location
Area Highly Visible, Area Obscured, Area Secured
Target
Careful Person, Security Pro
Computers
This skill accounts for knowledge and practical experience with computers beyond that of the basic user. It lets you build, program and secure computers and gives you the knowledge of how they operate.
Programming Factors
Program
Simple Program, Complex Program, Immense Program
Vulnerabilities
Few Vulnerabilities, Built-In Vulnerabilities, No Vulnerabilities
Time Factor
One Week, One Day, One Hour
Building factors
Computer
Basic, Custom Tailored, Super Computer
Handyman
The Handyman skill lets you perform basic carpentry, plumbing, electric work and auto-mechanic work. You can fix or sabotage most common objects.
Factors
Maintenance
Maintain, Build
Demolish
Destroy, Cleverly Sabotage
Item
Tool, Structure, Vehicle
Counter Intelligence
People trained in counter intelligence are experts at preventing enemy agents from gathering info about them or their organization. They are spy hunters. Whether it's noticing something funny about the way a person behaves, detecting bugs on your phone line, or scouting out vulnerabilities in your own network, counter-intelligence is your agency's shield against infiltrators.
This also gives you the ability to guess what training others have received. This is an independent test at ob 3, unless the person is under cover, in which case it is a verses test against deceiver.
Factors:
Task
Find Spying Devices, Detect Vulnerability, Predict Mode of Attack
Threat
Civilian, military/para, top secret
Medic
You can heal wounds in others. Performing first aid in the field can heal minor wounds and is an independent test at ob 3. Performing surgery or treating a major wound is tested at ob 5 in the field and ob 3 at a hospital.
Tactics
This skill is used for planning battles, organizing withdrawals, determining whether pursuit of an enemy is wise, picking a place to have a fight, and maneuvering on the battle field.
In addition, there is a special use of the tactics skill: predicting opposing tactics and/or trapping your opponent into using specific tactics in battle, which you can then be better prepared for. To use this ability, you make a prediction about how your opponent will act (or describe how you will force your opponent to act in a specific way) and make a tactics test against base ob 6. The obstacle should be adjusted depending on how much information you have on the opposing force. If you succeed in your test, the opposing force acts just as you described. This gives you certain advantages in planning your own tactics, but does not guarantee victory.
If you fail your check, the enemy's tactics differ from what you surmised, perhaps a little, or perhaps radically, depending on the margin of failure.
Demolition (bomb making)
Building and diffusing bombs. Knowledge of bomb making methods and materials. Building specific bombs for specific jobs, safely.
Building or Diffusing a Bomb Factors:
Explosive Type
Gunpowder and Gasoline, C4 or Plastique, Exotic (ex. liquid chemical combination)
Detonator
Triggered By You Directly, Timed or Triggered By Target, Triggered By You Remotely
Special
Shaped Blast, Difficult to Diffuse, Designed To Explode If Diffused
Infiltration
Breaking and entering, remaining undetected, bypassing security. This is the primary attack skill for a break in conflict. Usually an independent test, but sometimes versus a security system's sophistication rating.
Lock Picking Factors
Lock Type
Wrack and Pinion, Dead Bolt, Electronic
Lock Quality
Normal, Superior, Incredible
Security Bypass
Security Level
Start counting at 3
Normal, Hi-Tech, Top Secret
Stealth
The art of being unseen. Usually a versus test. Hide, become invisible, sneak up on a target, tail somebody without being noticed. The main defense skill in a break-in conflict. Simply hiding behind cover and not being noticed is an ob 3 independent test. It becomes a versus test when somebody starts looking for you.
Fraud
You know how to create fake documents, run scams, and appear in all ways authentic. This includes knowing how to detect such treachery. Passing of a stolen car as legal, making a gun look like it belongs to somebody else, forging a check or passport, creating documents for a fake identity are all fraud.
Factors:
Task
Clean, Forge
Document
Non-Official Document, Picture ID, Passport
Item
Simple Object, Art Object, Pass Key, Super-Secure Pass Key
Quality
Passable, Good, Perfect
Hacker
Hackers are able to use their knowledge of computers to steal, alter, or destroy the information held within. Also includes re-purposing an electronic item for a use foreign to its design.
Computer Hacking Factors:
Task
Destroy Data, Steal Data, Alter Data
Security
Well Known Vulnerabilities, Few Known Vulnerabilities, No Known Vulnerabilities
Electronics Hacking Factors:
Security
Unsecured, Secure
Connectivity
Wireless, Land Line
Use
Close to Normal Function, Same Branch of Technology, Completely Different Function
Sniper
Being able to hit a target at extreme distances in adverse conditions. Picking out a good place for a sniper perch. A successful sniper test against an unaware target kills the target, or incapacitates him, if that was the sniper's goal.
Factors
Target
Larger than man-sized, Man-sized, smaller than man-sized, Tiny
Distance
Optimal, Long, Extreme
Sleight of Hand
Stealing a small object without being seen, swapping a genuine object for a mock up, or planting a small object on another person are all examples of sleight of hand. Hiding an object on your person is also covered by this skill.
Factors
Object (size)
Pen, Hand Gun, Suit Case
Task
Steal, Plant, Hide on Person
Field Chemist
This skill is a special variation on the "resources" skill. It is used when the item you need to find or make is a chemical and you don't have time to make a resources test. You can make a field chemist test any time, impromptu, at the GM's discretion. You describe what you're looking for or making, and how you go about finding or making it, then make the test. If you succeed, you are able to create the effect you were after, adding the item to your equipment, etc. Ignore the Scarcity factor if a specific item has previously been established as present.
Factors:
Scarcity
Common, Hard to Find, Need special licensing to obtain
Biological Effect
Poison, Medicinal
Chemical Effect
Corrosive, Explosive, Transformational
Hobby (any)
This represents a specific hobby-type skill. In general, simply practicing your hobby is an ob1 test, but if you're trying to do something exceptional or use these factors:
Factors:
Quality
Good, Exceptional, Masterwork
Materials or Tools
Easy to work with, Difficult to work with, highly delicate
Additionally, any hobby skill can be used exactly like a wise that pertains only to that hobby.
TRAITS
Leader
Bodyguard
Interrogator
Martial Artist (Style)
Linguist (Also gives bonus languages)
Fearful
Thorough
Bold
Loose Cannon
Layed Back
Fiery Temper
Calculating
Cunning
Paranoid
Compassionate
Noble
Honorable
Loyal
Deep Cover
Gear Head
Code Jockey
Firebug
Grizzled
Wise
Immature
Disciplined
Patient
Detail-Oriented
Big Thinker
Thug
Extrovert
Caffinated
Alcaholic
Guarded
Educated
Clever
Athletic
Scarred
Cultured
Polite
Outdoorsman
Religious
Flirtateous
Thrifty
Optimistic
Cynical
Gambler
Ruthless
Trainings Redux:
Intelligence Agent
Gathering intel, building assets, maintaining cover ID, sharing information
Special Forces
Assassinating, Sabotaging, Coordinating, Interrogating
Professional Thief
Stealing, Hiding, Searching, Forging
Bomb Squad
Threat Assessment, Munitions Handling, Building, Coordinating
Confidence Man
Maintaining Cover, Tricking, Planning, People Reading
Academic
Researching, Planning, Debating, Teaching
Cyber Crimes Officer
Gathering Intel, Hacking, Troubleshooting, Programming
Counter Terrorism
Negotiating, Protecting, Threat Assessment, Coordination
Think Tanker
Predicting, Planning, Threat Assessment, Debating
Military Officer
Planning, Protecting, Coordinating, Commanding
CSI
Searching, Researching, Forensics, Sharing Information
Doctor
Healing, Comforting, Analyzing, Medicating
Engineer
Building, Designing, Sharing Information, Gathering Materials
Terrorist
Planning, People-Reading, Handling Munitions, Coordinating
Detective
People-reading, Questioning, Searching, Analyzing
Here are my design notes so far:
A conversation between a friend and myself where I explain the system:
This will be replaced with a much clearer explanation soon.
What you should get out of this:
Training: Like Nature in Mouse Guard, but there are many types, each with a different set of 4 situations attached to it.
Wits: Will in Mouse Guard
Conditioning: Training in Mouse Guard
For skills, see next section.
me:
the central mechanic of the game is a basic skill challenge, rolling a
number of six siders against a target number or in a versus test. 4-6 is success
Kevin: But you're not talking about a D&D 4e skill challenge right?
me: no, it's more like rolling a skill check. so if the Obstacle (Ob) (like DC) is 4, you would need to roll 4 successes. if your skill is 4, you get to roll 4 dice. so to succeed on that check, you would need all of your dice to succeed, which is pretty unlikely [ED, actually not possible to succeed there without help!]
in a versus test, it's a roll-off. so if you and I were arguing, I would roll my persuasion vs. your persuasion to try to bring the other guy around. or a third party. more successes wins
it's more nuanced than that, but this is the main mechanic for the game
so your skills are basically everything to you. fighting and marksmanship are skills just like any other
in a fight, you roll your fighting skill etc. (the combat system for big fights is a lot more in depth than just a roll off, however)
with me so far?
Kevin: Yes
me: k. your have three attributes, apart from your skills
Wits, Conditioning and Training
Wits is like Int/Wis/Cha. Conditioning is like Str/Dex/Con
You test them when there's no appropriate skill to test, or in basic tests of wits and conditioning (running, climbing, etc)
Training is really really important
It's sort of your skill identity. It represents a big part of your background and capabilities
so yours would be Confidence Man
if you're a really great confidence man, who depends on his training to get by, you will have a high rating in this
If you're a so-so confidence man, but more well rounded in other ways, you will have a lower rating
Each Training set has 4 "gimme skills" associated with it
Looking at confidence man, they're Persuasion, Fraud, Deception and Sleight of Hand, so whenever you make a test for one of these skills, you use your Training score
now, If you wanted to make a computer hacking test, you'd use your computer hacking skill, which is separate--it doesn't involve your training
However, you can "go against your training"
which is to say, use your training score on a skill not associated with it
So, today you really, really need to hack a computer. You say, OK, I know a little about computers, a computer is like anything else and can be conned"
you use your Training in place of the computer hacking skill. If you succeed, good job.
If you fail, your training is taxed. it temporarily goes down by one. you're forgetting your training, learning not to rely on it so much or whatever
Additionally, you can spend points that you earn throughout the game to add your training to skill rolls, called Tapping your Training
so if you really needed to, you could make a persuasion check, and add your training, effectively getting your training to the roll twice
but this costs a resource, and if you do it on a non-training-related skill, you risk significantly degrading your training
any questions?
Kevin: Significantly, as in more than the normal one point?
me: Up to all of it, depending on bad you **** up
You degrade it by the margin of failure, so if the obstacle was 10, and you tapped your training on a non-trained skill, and rolled 5 successes, you would degrade your training by 5
it's a powerful maneuver, but if you do it, make sure you know what you're doing
Kevin: Can multiple people contribute successes against the same Ob?
me: yes, via teamwork. anyone can help anyone with anything
Kevin: Even throwing a punch?
me: sure
lemme explain
ok, say you're trying to knock a dude out in one punch (your example)
You would make a fighting test vs. his conditioning, normally
Let's say I'm worried you won't be able to do it
I say "I'll help. I'll use my deceiver skill to distract him. When he
makes eye contact with me, you punch him in the temple."
if everyone agrees this would probably work, I hand you ONE die and you add it to your roll
There are several other ways to increase your die pool
You can boost it with a trait, by using one of your wises (special knowledge skills) by having the exact right tool for the job (brass knuckles, for example) or by spending points that you've previously earned.
you can also purposely hinder yourself: "I feel bad about sucker punching this guy. I think my compassionate trait will hurt me here. I get -1d"
by using your traits to make life harder for yourself, you earn checks that you can use later
by complicating things for yourself, you get more agency later when the initiative is in your hand
each session (episode) is broken into A Story scenes and B Story Scenes
during the A Story, the GM challenges the players with obstacles
during the B Story, the players rest up, investigiate their subplots, make plans etc.
but during those scenes, it costs you "checks" to do stuff. you earn checks during the A story scenes by making life harder on yourself via traits
savvy?
Kevin: This latter bit being a mechanic devised by you?
me: actually, no. altered.
in mouse guard, there's GM's Turn and Players' Turn. each lasts about two hours, but I think it's better to have more of them, shorter, alternated, to simulate the show
Kevin: So, you can't, say, have three players all roll their lock picking skill
against a locked door, and add all their successes together?
(To pick a very borderline case)
me: no
Kevin: How about if they all rolled their conditioning simultaneously to try to break down the door?
me: one guy runs point. the rest help
Kevin: And they can only give one dice
me: yes. one die is a lot in this game, though
Kevin: So you said you can add dice for Wises and traits to the skill rolls, but you intimated there was more to it than just adding the numbers together?
me: anything you do to improve your roll improves it by one die
Kevin: So it doesn't matter how wise or witty you are, just one dice.
me: so if you use a trait, a wise, two instances of teamwork and one fate point, you would add 5
yes, that's right. your wits and training can be used to break ties though, so if you're wittier, you're more likely to succeed
let's say you're lock picking, and the lock obstacle is 4, and your infiltration is 4 you need 4 successes, pretty tough [ED, again, this is wrong, you need 5 successes]
so you get some help, get special lock picks, spend a point and use your "focused" trait to add 4 to your roll. you get to roll 8 dice at the problem
now let's say statistics bare out and you got exactly 4 successes. that's a tie
now you have a few options:
1. You can spend a point to get another die or rerroll something to try and break the tie
2. You can use a trait to break the tie in the gm's favor
3. I would say that this is a physical challenge, since you're physically opening the lock, so you could roll your conditioning
Kevin: Wait, I think you need to explain traits better. Also, you need to roll one more than the ob?
me: yes. you need to beat the ob
Kevin: You said if you rolled 4 successes against the Ob 4 you'd be fine
But anyway
me: no, that's a tie
Kevin: Explain traits
me: ok, traits are pretty loosey goosey. they are one part role playing cue, one part bonus giver, one part monkey wrench. every trait is mechanically the same. they all do the same thing. they just can be used at different times. it's up to you and the group to decide when it's appropriate to use it
Traits have two main uses
First, when appropriate, they can help you in a test
A level 1 trait is usable once per session to give you an extra die roll
so, you could say "I use my focused trait to add a die to my lock picking check"
Kevin: Level 1
?
me: during character creation you selected it once
a level 2 trait is the same, but you can use it an unlimited amount of times
a level 3 trait does all that, plus once per session, after you roll you can re-roll all the squibs (failures)
so that's how you help yourself with traits
you can also hinder yourself with traits, and in this capacity, they're also all the same
you can either use a trait to break a tie in your opponent's favor, use it to hinder yourself (-1 die to a roll) or to help your opponent (+2d to his roll)
hindering yourself gives you one check.
tie breaking or helping an opponent gives you two checks
you spend checks later to make tests during B Story scenes
so those are the basics of how the game works
big fight scenes have a more complex system
and your margin of success or margin of failure on tests have implications
with a major scene (it could be a fight, a stand off, a chase, an argument
or whatever) instead of just making a test, you script out three actions in advance. then you reveal your actions and your opponents actions at the same time, one by one, and depending on what action you selected there are
different effects
so it's about guessing what your opponent will do as well as choosing the best way to attack
Kevin: But wait... What if his actions 1 and 2 make your action 3 (for example) something you no longer want to do? Do you still have to? Is the thinking that things are going too fast to change course?
me: yeah, more or less.
Kevin: For example, say your step 3 was "Shoot him" and his step 2 was to say, "Wait, I have information on your daughter!"
me: well, once you're fighting, you're fighting. maybe his wait wait i have your daughter was a feint or a defensive move, which could actually save him even if you do decide to shoot at him
Kevin: But the point is, I can't like, just not perform that action?
me: no, if you choose attack, you have to attack
Kevin: Even if I don't think my character would given the new situation?
me: it's easy enough to say that you shot before you heard him
Kevin: Sure.
me: these things are happening fast
it's really focusing in on every single blow, or movement. and you can change your description of the actions
the action you write down would be "Attack"
Kevin: I was thinking more if like, action 1 was stall him (so an ally can do
whatever), action 2 threaten him with gun, Action 3 shoot him.
me: that would be Maneuver/Defend/Attack. then it's up to you do describe those actions in context. the attack could be a pistol whip, or you could shoot him in the face
In this game, compared with D&D for example, you give up a little bit of agency over your character in exchange for a great deal more agency over the world at large
Sometimes you have to follow actions you scripted. Other times, like when you fail a check, the DM gets to describe your characters action, how and why you failed-- what you did wrong
in return, you get to make up NPCs, add facts to the world with your wises, make people see things your way and do what you want etc.
Kevin: So there's a set list of actions that are allowed in these combats?
me: yes, there are 4 types, but they're so broad they can represent a variety of actions. the actions are Attack, Defend, Feint, and Maneuver.... though I wouldn't be opposed to adding more action types
The interactions between them are fairly deep though, with 16 possible combination
me: Burning Wheel, the system Mouse Guard is based on, has a much more
complicated combat system (cause it is a fantasy RPing game)
Kevin: Now, what's all the business with Beliefs? And Instincts?
me: ah. beliefs are a guiding principle you make up for your character, about how they view the world, or what they're doing. it should be broad, but not too broad
for instance, "America is the greatest country in the world" is a little
too broad, cause it doesn't influence your behavior much
"Others must know that America is the greatest country in the world" would be better, cause it indicates a behavior on your part
it's like your creed
you get rewarded for following your belief, and it's the GMs job to challenge the belief
instincts are what your character does without thinking. you get rewarded for following your instincts, and they are great RPing cues. You can also point to them to have had your character retroactively do stuff sometimes
They're phrased like this "I always perform action X under condition Y"
always/never whatever
so one might be "When threatened, I draw my gun."
Then later when bad guys step up to you, bam. "I draw my gun!"
You get rewarded for following this instinct. it can get you into trouble, though. and it's the GMs job to put you into situations where your instinct kicks in, good or bad
you don't have to follow your instincts. you can suppress them
you also have goals and you get rewarded for perusing and completing them. i'll probably have a Season Goal that arches multiple sessions and an Episode Goal which you try to complete by the end of the session
me: making sense now?
Kevin: I think so, more or less. And from what I read in that description, failure more swerves the plot than anything else?
me: yeah. it often adds in complications that are made up on the spot, which reminds me of burn notice. like, you break into the office building, but it turns out that they had a suspiciously over-compensating security system. or you're intimidating some thug, when the assassin from two episodes shows up and starts shooting at you
alternatively, in do-or-die situations, you could succeed, but take on a condition, (injured, angry, compromised) that will hurt you for the rest of the
episode, or until you can rest up or bounce back from it
Skills and Traits:
SKILLS
Fighting
How good a scrapper are you? Fighting measures your hand-to-hand combat abilities whether with a knife, baseball bat, bottle, or kung fu. Often a versus test.
Marksmanship
Your ability to reliably and accurately fire and aim a firearm even under pressure. Often a versus test.
Pilot
The pilot skill is used to fly all manor of aircraft.
Factors:
Craft
Commercial or Private Plane, Fighter Jet, Helicopter or Exotic Craft
Task
Safely Fly, Evasive Maneuvers, Perform Stunt
Precision Driving
Anyone can drive, but precision driving measures your ability to achieve specific goals behind the wheel, pulling of stunts, ending car chases, hitting a moving target with a vehicle etc. In a chase, this can also be a versus test, and is the main attack skill for car chases.
Factors:
Vehicle Type
Performance Vehicle, Well Kept Vehicle, Beater
Maneuver
Escape or Give Chase, Disable Another Driver, Negotiate High Speed Collision Against Moving Target
Deception
Hiding the truth through your words and body language, or making what is false seem true. Includes intimidation. Often used for feints and maneuvers in arguments.
Negotiation
Achieving goals, either for yourself or on behalf of somebody else, through discussions and compromises where each side gives up something they want in exchange for something else they want. The best negotiators give up little to gain a lot, and leave both sides feeling like they "won" the engagement. Also used for haggling. Can be used to maneuver in arguments, or to perform any action in a true negotiation.
Persuasion
Getting others to see things your way through earnest and passionate arguments, appealing to reason and/or emotion. You don't hide the truth or obscure your goals. You rely on the power of your words and the correctness of your arguments. The main attack and defense skill for arguments. Can also be used to make inspiring speeches.
Surveillance
This skill lets you case an area or observe person without being noticed. It encompasses knowledge of surveillance technology as well as knowing what to look for on a stake out. Occasionally it can be a versus test.
Factors:
Task
Monitor Device, Set Up Device, Jury Rig Device
Location
Area Highly Visible, Area Obscured, Area Secured
Target
Careful Person, Security Pro
Computers
This skill accounts for knowledge and practical experience with computers beyond that of the basic user. It lets you build, program and secure computers and gives you the knowledge of how they operate.
Programming Factors
Program
Simple Program, Complex Program, Immense Program
Vulnerabilities
Few Vulnerabilities, Built-In Vulnerabilities, No Vulnerabilities
Time Factor
One Week, One Day, One Hour
Building factors
Computer
Basic, Custom Tailored, Super Computer
Handyman
The Handyman skill lets you perform basic carpentry, plumbing, electric work and auto-mechanic work. You can fix or sabotage most common objects.
Factors
Maintenance
Maintain, Build
Demolish
Destroy, Cleverly Sabotage
Item
Tool, Structure, Vehicle
Counter Intelligence
People trained in counter intelligence are experts at preventing enemy agents from gathering info about them or their organization. They are spy hunters. Whether it's noticing something funny about the way a person behaves, detecting bugs on your phone line, or scouting out vulnerabilities in your own network, counter-intelligence is your agency's shield against infiltrators.
This also gives you the ability to guess what training others have received. This is an independent test at ob 3, unless the person is under cover, in which case it is a verses test against deceiver.
Factors:
Task
Find Spying Devices, Detect Vulnerability, Predict Mode of Attack
Threat
Civilian, military/para, top secret
Medic
You can heal wounds in others. Performing first aid in the field can heal minor wounds and is an independent test at ob 3. Performing surgery or treating a major wound is tested at ob 5 in the field and ob 3 at a hospital.
Tactics
This skill is used for planning battles, organizing withdrawals, determining whether pursuit of an enemy is wise, picking a place to have a fight, and maneuvering on the battle field.
In addition, there is a special use of the tactics skill: predicting opposing tactics and/or trapping your opponent into using specific tactics in battle, which you can then be better prepared for. To use this ability, you make a prediction about how your opponent will act (or describe how you will force your opponent to act in a specific way) and make a tactics test against base ob 6. The obstacle should be adjusted depending on how much information you have on the opposing force. If you succeed in your test, the opposing force acts just as you described. This gives you certain advantages in planning your own tactics, but does not guarantee victory.
If you fail your check, the enemy's tactics differ from what you surmised, perhaps a little, or perhaps radically, depending on the margin of failure.
Demolition (bomb making)
Building and diffusing bombs. Knowledge of bomb making methods and materials. Building specific bombs for specific jobs, safely.
Building or Diffusing a Bomb Factors:
Explosive Type
Gunpowder and Gasoline, C4 or Plastique, Exotic (ex. liquid chemical combination)
Detonator
Triggered By You Directly, Timed or Triggered By Target, Triggered By You Remotely
Special
Shaped Blast, Difficult to Diffuse, Designed To Explode If Diffused
Infiltration
Breaking and entering, remaining undetected, bypassing security. This is the primary attack skill for a break in conflict. Usually an independent test, but sometimes versus a security system's sophistication rating.
Lock Picking Factors
Lock Type
Wrack and Pinion, Dead Bolt, Electronic
Lock Quality
Normal, Superior, Incredible
Security Bypass
Security Level
Start counting at 3
Normal, Hi-Tech, Top Secret
Stealth
The art of being unseen. Usually a versus test. Hide, become invisible, sneak up on a target, tail somebody without being noticed. The main defense skill in a break-in conflict. Simply hiding behind cover and not being noticed is an ob 3 independent test. It becomes a versus test when somebody starts looking for you.
Fraud
You know how to create fake documents, run scams, and appear in all ways authentic. This includes knowing how to detect such treachery. Passing of a stolen car as legal, making a gun look like it belongs to somebody else, forging a check or passport, creating documents for a fake identity are all fraud.
Factors:
Task
Clean, Forge
Document
Non-Official Document, Picture ID, Passport
Item
Simple Object, Art Object, Pass Key, Super-Secure Pass Key
Quality
Passable, Good, Perfect
Hacker
Hackers are able to use their knowledge of computers to steal, alter, or destroy the information held within. Also includes re-purposing an electronic item for a use foreign to its design.
Computer Hacking Factors:
Task
Destroy Data, Steal Data, Alter Data
Security
Well Known Vulnerabilities, Few Known Vulnerabilities, No Known Vulnerabilities
Electronics Hacking Factors:
Security
Unsecured, Secure
Connectivity
Wireless, Land Line
Use
Close to Normal Function, Same Branch of Technology, Completely Different Function
Sniper
Being able to hit a target at extreme distances in adverse conditions. Picking out a good place for a sniper perch. A successful sniper test against an unaware target kills the target, or incapacitates him, if that was the sniper's goal.
Factors
Target
Larger than man-sized, Man-sized, smaller than man-sized, Tiny
Distance
Optimal, Long, Extreme
Sleight of Hand
Stealing a small object without being seen, swapping a genuine object for a mock up, or planting a small object on another person are all examples of sleight of hand. Hiding an object on your person is also covered by this skill.
Factors
Object (size)
Pen, Hand Gun, Suit Case
Task
Steal, Plant, Hide on Person
Field Chemist
This skill is a special variation on the "resources" skill. It is used when the item you need to find or make is a chemical and you don't have time to make a resources test. You can make a field chemist test any time, impromptu, at the GM's discretion. You describe what you're looking for or making, and how you go about finding or making it, then make the test. If you succeed, you are able to create the effect you were after, adding the item to your equipment, etc. Ignore the Scarcity factor if a specific item has previously been established as present.
Factors:
Scarcity
Common, Hard to Find, Need special licensing to obtain
Biological Effect
Poison, Medicinal
Chemical Effect
Corrosive, Explosive, Transformational
Hobby (any)
This represents a specific hobby-type skill. In general, simply practicing your hobby is an ob1 test, but if you're trying to do something exceptional or use these factors:
Factors:
Quality
Good, Exceptional, Masterwork
Materials or Tools
Easy to work with, Difficult to work with, highly delicate
Additionally, any hobby skill can be used exactly like a wise that pertains only to that hobby.
TRAITS
Leader
Bodyguard
Interrogator
Martial Artist (Style)
Linguist (Also gives bonus languages)
Fearful
Thorough
Bold
Loose Cannon
Layed Back
Fiery Temper
Calculating
Cunning
Paranoid
Compassionate
Noble
Honorable
Loyal
Deep Cover
Gear Head
Code Jockey
Firebug
Grizzled
Wise
Immature
Disciplined
Patient
Detail-Oriented
Big Thinker
Thug
Extrovert
Caffinated
Alcaholic
Guarded
Educated
Clever
Athletic
Scarred
Cultured
Polite
Outdoorsman
Religious
Flirtateous
Thrifty
Optimistic
Cynical
Gambler
Ruthless
Trainings Redux:
Intelligence Agent
Gathering intel, building assets, maintaining cover ID, sharing information
Special Forces
Assassinating, Sabotaging, Coordinating, Interrogating
Professional Thief
Stealing, Hiding, Searching, Forging
Bomb Squad
Threat Assessment, Munitions Handling, Building, Coordinating
Confidence Man
Maintaining Cover, Tricking, Planning, People Reading
Academic
Researching, Planning, Debating, Teaching
Cyber Crimes Officer
Gathering Intel, Hacking, Troubleshooting, Programming
Counter Terrorism
Negotiating, Protecting, Threat Assessment, Coordination
Think Tanker
Predicting, Planning, Threat Assessment, Debating
Military Officer
Planning, Protecting, Coordinating, Commanding
CSI
Searching, Researching, Forensics, Sharing Information
Doctor
Healing, Comforting, Analyzing, Medicating
Engineer
Building, Designing, Sharing Information, Gathering Materials
Terrorist
Planning, People-Reading, Handling Munitions, Coordinating
Detective
People-reading, Questioning, Searching, Analyzing