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Thread: Soldiers of Fortune RPG [WIP]

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    Default Re: Soldiers of Fortune RPG [WIP]

    The Basics

    Spoiler: General Rules
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    If not stated otherwise...

    Rule 1:
    State your intent and how you plan to achieve it. Roll a pool of d10 dice equal to relevant attribute, modified by conditional modifiers versus given target number (TN) on your character sheet.

    Rule 2:
    Every die that turns equal or higher to TN is a success. Compare to difficulty (required successes) to get “Net successes”. Net success of 1 means you achieved your intent.

    Rule 3:
    Difficulty of a roll is determined by the GM, taking into account environment or opponent’s successes. Only one factor to determine difficulty (the worst one) is taken into account, but from each category: for character, for opposition and for environment.

    Rule 4:
    If you fail (0 net successes) and roll at least two ones, you fumbled (you may propose how, but fumbles are ultimately GM’s decision).

    Rule 5:
    Failures are usually a small tax (e.g. complication to the situation). Fumbles are high tax (e.g. loss of equipment, wounds).

    Rule 6:
    Round down.

    Rule Alpha:
    Play fair. When you state your intent and roll dice, the result stands.

    Rule Omega:
    Roll only when necessary. Do not roll routine tasks in safe conditions – roll only if there is significant risk involved. Keep using roll result until conditions change.


    Spoiler: Basic Terminology
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    Target number (TN) represents the lowest number you need to roll on a die to get a success. If you roll under, you did not get a success. If you rolled even or over, you get one.

    Base TN is marked the character sheet. It represents overall condition of the character and it is the TN the character uses for attribute rolls and skill rolls if not stated otherwise (e.g. for combat rolls you use weapon TNs).

    Wounds Perfect Health No wounds Level 1 Level 2-3 Level 3-4 Level 5
    Fatigue Well-rested No fatigue Slight Moderate Severe Critical
    Base TN 5 6 7 8 9 10

    Exploding die means that in certain cases when you roll 10 on d10, you count it as a success and roll the die again.

    Tapping means you use your knowledge from other fields to assist you with your task. Normally the dice pool consists of dice equal to only one attribute rolled against determined TN, but if a different skill could help – and is sufficiently high – a player may state his intent to tap into this skill. The player needs to state his reasons – shortly. GM has final word on whether tapping is possible.

    Tapped Attribute Tapped Skill Advantage
    5 or lower Apprentice or lower 0
    6-7 Proficient/Journeyman +1
    8+ Master +2



    Spoiler: Basic Rolls
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    Soldiers of Fortune uses a ten-sided dice (abbreviated to d10) for most rolls. It is generally a good idea to get at least 10-15 of d10 per character.
    It also uses up to two six-sided dice (abbreviated to d6) per character.
    It is necessary to have one red and one white die (or other red and white tokens) per character (any number of sides is acceptable).

    Basic Roll is a single roll of relevant dice pool against base TN as modified by situation. The player needs to acquire sufficient amount of successes to pass the roll - the difficulty of the roll as set by GM.
    Example: Alayen the Bard wants to sing a song for coins in a tavern to get enough money for night. His Charm attribute is 6 and his base TN is 8 due to sickness and light wound. He starts to sing Oh Kingdom Mine, a very popular song (giving him a Difficulty of 2 - most people know how it should sound and can catch a difference).
    He rolls 10, 8, 7, 6, 5, 1 and 1. This means he gets exactly 2 successes, beating the difficulty of 2 by margin of 0. This means that the crowd likes the song and takes pity on the wounded bard - giving him enough coins to pay for the night, but not more.


    Extended Roll represents tasks that have several phases, require multiple attempts or are timed. Typical representative is skill roll for crafting - it is necessary to know both the result and the duration of the activity.
    Extended roll is - in short - a set of basic rolls that influence each other. Each roll represents passing of time (set by GM) and its result - either net successes or failure - influences both the next roll and the result.
    If any of rolls in extended roll is a failure, the result can be only of average quality. If any of rolls is resounding success (net successes 3+), the character gains additional die for his next roll. If any of rolls is a fumble, the whole process failed and needs to be restarted.

    Versus Roll means that there is active opposition - someone who is trying to beat the character or make their lives more complicated. The roll differs from basic roll only in one step: when comparing the result of the roll, you need to compare the two results - one for the character, one for the opponent. If there are net successes on one side, the side wins. In case of ties, the result needs to be evaluated by the GM, however in most cases the win goes to the attacker.

    Fate Roll is special kind of roll - it requires either 1d6 or 2d6 and represents the randomness. You roll the dice and call the result. In case the situation is purely about luck, no skill involved, a Fate roll can solve it.
    Last edited by Lacco; 2020-09-23 at 02:51 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.