Fortune_Screen.pdf

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I FEEL...
Adventurers can experience up to 3 feelings at a time. When they receive a Bad Feeling
but they already have a Good Feeling, they will lose the Good Feeling instead of receiv-
ing the Bad one. After reaching 3 Bad Feelings, the Adventurer won’t be able to gain
new Good Feelings. Receiving a fourth Bad Feeling will result in them feeling
A Wreck.
CHALLENGES
We call Challenge any action an Adventurer attempts with a specific goal that
could end in an Accident.
DANGERS
Dangers are Challenges that put your health on the line, maybe even your life.
Failure when facing a Danger leads to a loss of Luck Points.
ENEMIES
Enemies are Dangers that can be defeated. To hit an Enemy, you need to roll the
relevant Success. To send an Enemy K.O., you need to hit them three times.
HEADSHOT!:
With a Success above the required (i.e. Critical Success against
Basic Enemy), the Enemy immediately goes K.O.
TELL ME YOU SAW THAT!:
With a Success two steps above the required (i.e.
Extreme Success against a Basic Enemy), ALL Enemies of a kind go K.O.
ADVANTAGES & DISADVANTAGES
3X1
MULTIPLE DANGERS
1X3
... GOOD
POWERFUL
- Advantage in Action
DARING
- Advantage in Guts
FOCUSED
- Advantage in Knowledge
CONFIDENT
- Advantage in Society
FIERCE
- Advantage in Wild
UNTOUCHABLE
- Advantage in Crime
... BAD
BLEEDING
- Disadvantage in Action
SHOCKED
- Disadvantage in Guts
DIZZY
- Disadvantage in Knowledge
EMBARRASSED
- Disadvantage in Society
BROKEN
- Disadvantage in Wild
SCARED
- Disadvantage in Crime
Adventurers can get up to 3 Advantages and Disadvantages to a roll, depending
on their action, gear, Feelings, and the surroundings. Each Advantage gives an
additional die (up to 9) and each Disadvantage removes one (min 2).
An Adventurer can face up to 3 Dangers at a time with a single roll. If a
scene includes 4 Basic Dangers, they all combine into a Critical Danger,
and so on.
HELP
YOUNG:
No effect. It refreshes at the beginning of each Episode.
OLD:
No effect. Can’t be removed.
HURT:
No effect. Can only be cured in a Safe Place.
A WRECK:
Disadvantage to all tasks. Can be removed only by sleeping in a Safe Place.
During a Challenge, an Adventurer
can use their action to help a friend. To
do so, they forfeit their roll and grant
an Advantage to the other Adventurer.
For a Challenge, 3 Successes are equal
to a single Success above them.
I.e. 3 Basic Successes are equal to one
Critical Success.
HELP
BRAWL
An Adventurer who succeeds when fac-
ing a Danger can donate any additional
Successes to a friend to help them with
the same Danger.
When facing a Danger, a Critical
Success is equal to 3 Basic Successes,
an Extreme to 3 Critical Successes, and
an Impossible to 3 Extreme Successes.
SUCCESSES
BASIC SUCCESS:
⚁⚁
CRITICAL SUCCESS:
⚂⚂⚂
EXTREME SUCCESS:
⚃⚃⚃⚃
IMPOSSIBLE SUCCESS:
⚄⚄⚄⚄⚄
LUCK
Basic DANGER:
Lose 1 Point
Critical DANGER:
Lose 3 Points
Extreme DANGER:
Lose 9 Points
Out of Luck and need to use a Lucky
Coin to survive
During a Brawl, Adventurers roll once to determine whether they hit or get hit. If
they Succeed, they dodge and hit, if they fail they can’t land a blow and lose Luck.
HELP:
An Adventurer can help a friend defend themselves from Enemies as
with Dangers. Who gets help can’t lose Luck, but won’t hit.
WEAPONS:
In a Brawl, Adventurers can use guns but not rif les. To shoot
in this circumstances, Adventurers need to roll with the Fight Skill.
SHOOT-OUT
REMOVING BAD FEELINGS
An Adventurer can lose the Feeling Bleeding or Broken by rolling a Critical Success
on a First Aid Challenge. If this happens outside of a Safe Place, they gain the
Feeling Hurt, which can be cured as above. Other Bad Feelings can only be re-
moved in a Safe Place. Shocked or Scared require an Adventurer to talk to a friend,
Embarrassed requires them to help someone, and Dizzy can be removed by resting.
Impossible DANGER:
You end up
SEVERAL SUCCESSES
SAFE PLACE
When in a Safe Place, Adventurers will have two rounds, in each round, they
can take one action like making a call, searching info, remove a Bad Feeling
or get one removed from others, repairing an item, a Vehicle, and so on.
In some cases, Adventurer will need to stand guard to keep a Safe Place safe.
This will pose an Alert Challenge in urban environments, and a Survival
Challenge in the wild.
The difficulty of this Challenge
equals one Basic Success for each
Adventurer in the Safe Place who is
not standing guard.
If an Adventurer roll more than one
Success, they can use them do accom-
plish multiple actions.
RISK
If an Adventurer rolls at least one Success,
they can choose to re-roll all dice outside of
it. If they don’t obtain any new Successes,
they will lose one of the previous ones.
DAMAGE CONTROL
In case of Failure, Adventurers can use
a Basic Success to regain 1 Luck Point,
and a Critical to regain 3 Luck Points.
RECOVERING LUCK
When an Adventurer reaches a Safe
Place or gets A Break, they regain all
Luck Points.
A Shoot-out is divided in two turns: when the Adventurers shoot, and when the
Enemies shoot. When they shoot, the Adventurers can use their Successes to hit
Enemies or get behind Cover. When the Enemies shoot, the Adventurers have
to dodge. Failure results into a loss of Luck Points.
HELP:
When they shoot, Adventurers can use a Basic Success to toss a gun
to a friend, or a Critical Success to push a friend behind Partial Cover. When
they dodge, Adventurers can help each other as they would during a Brawl.
Alternatively, Adventurers can take a hit aimed to a friend. Doing so means they
lose Luck Points and feel Bleeding.
RE-ROLL
An Adventurer whose Expertise is
pertinent to the Challenge, can choose
re-roll even if they didn’t initially have
any Success, and won’t risk losing the
ones they already had.
LUCK COINS
Tails:
Adventurer keeps the coin
Head:
Coin goes to the Fortune Master
A Luck Coin allows you to:
• Escape Certain Death
• Automatically get an Extreme
Success
• Remove a Bad Feeling
• Keep hold of one Item
• Save a Vehicle
• Get a lost Clue
EMPTYING THE MAG
When an Adventurer shoots and fails, they emptied the Mag and need to
change it. Adventurers can Empty the Mag willingly to gain an Advantage.
They can also choose to give Cover Fire. To do so, they Empty the Clip and
shoot with a Disadvantage but grant Partial Cover to all their allies.
ALL OR NOTHING
COVER
After taking a Risk or Re-rolling and ob-
taining at least one additional Success, an
Adventurer can choose to go All or nothing.
If they don’t get any additional Successes
they lose ALL previous Successes.
When behind
Partial Cover,
Adven-
turers have an Advantage to dodge
bullets and a Disadvantage to Shoot.
When behind
Total Cover,
Adventurers
can’t be hit, can’t shoot, and have a
Disadvantage to all movements.
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