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Gateway System (d6 Pool) 2020

The document describes a d6 pool system for tests and challenges. Difficulty ranges from 0-10, and modifiers from -3 to +3 can apply. Successes require rolling hits equal to the difficulty. Boons and twists on dice represent favorable or unfavorable narrative outcomes. Focus points let characters try harder by spending the points on bonuses like re-rolls.

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Axel Ragnarson
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0% found this document useful (0 votes)
216 views3 pages

Gateway System (d6 Pool) 2020

The document describes a d6 pool system for tests and challenges. Difficulty ranges from 0-10, and modifiers from -3 to +3 can apply. Successes require rolling hits equal to the difficulty. Boons and twists on dice represent favorable or unfavorable narrative outcomes. Focus points let characters try harder by spending the points on bonuses like re-rolls.

Uploaded by

Axel Ragnarson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Gateway System (d6 pool)

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- Difficulty
- Modifiers (bonuses and penalties)

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- extra dice to pool


- 6’s explode
- dice re-rolls
- free hit(s)
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Basic Test System


D6 pool System
- Roll pool of dice [attribute + skill (+extras)]
- Roll generates ‘hits’ (4+) and ‘misses’ (1-3)
- ‘Hits’ equal to the difficulty (of the test) means success.

- possible extras: modifiers, talents, focus

Difficulty and Modifiers

Difficulty
- Difficulty is a representation of the ‘base state’ of the action being attempted; how complex is the
lock, tricky the climb, evasive the conversationalist etc.
- Difficulty ranges from 0 to 10. (0 isn’t tested against, it’s conceptual, there for GM’s use.)

Modifiers
- Modifiers are environmental and situational circumstances that affect the action being taken.
Possible examples include, weather, time pressure, reputation (personal inclination), injuries, cover
etc.
- Range from -/+ 1 to 3. Take or add directly to pool.

Complex Tests
- opposed

- extended

- extended opposed

- Co-operative

Narrative Mechanics
Boons and Twists
- When taking tests boons and twists add extra narrative granularity. They represent some part of an
action going particularly well or providing some sort of complication. They can occur whether the
action was a success or failure. This means you can have results that are ‘success at a cost’ or
‘failure with a silver lining’ etc.
- Twists = 1’s on the d6
- The character has been hurt in some way while attempting the action. Take d3 HP damage, this
damage can’t be moved to equipment or stress.
- The action was particularly tense or taxing. The character takes a point of stress damage.
- The equipment the character was using is damaged. Take 1 point of ware on the relevant
equipment piece.
- The character has to apply themselves. Spend 1 (additional) focus to achieve their aim.
- The action takes more time than expected

- Boons = 6’s on the d6


- The action was particularly emboldening. The character rejuvinates a point of stress damage.

Resounding Failure and Success


- Theses are the equivalent of critical results, the action exceeded expectations, for better or worse.
- resounding failure: no hits and at least one twist (1) on a dice in the roll.
- resounding success: 2 excess hits of the required difficulty ie 3 hits for Diff.1 or 4 hits for Diff.2
etc.

Story Points
- Narrative points that are spent as a group to introduce new plot elements (items,
contacts/characters, opportunities etc.)
- 1 points per player, split between ‘two sides’, GM and PC’s.
- can be spent at any time. When spent, the point is transferred to the other ‘side’.

Focus Points
- A pool of spendable points per character
- represent the PC as a protagonist
- When the PC enters ‘try-hard’ mode.
- Used as an expendable resource for some talents

- Can only be spent once a turn (unless stated otherwise), but can be in any number
- Unless stated, focus options don’t take and action to ‘use’
- can use multiple different options at the same time

- d6 re-rolls (cost 1 per)


- exploding 6’s
- +2d6 to pool (cost 1 per)
- recover 1d6 Hp (cost 2)
- +1 AP this turn (cost 2)
- Other options from character talents (psionics etc.)

Combat and Actions


Combat Basics – Attacking, Defending and Actions

Taking Hits – Health Points, Stress and Ware

Running Combat – Initiative and Representation (mapping)


- Narrative and ‘Tactical’ styles
- Styles can be combined if preferred.
- Initiative: Narrative = done by side. Tactical = done by character
- Representation: Narrative = looser, as presented. Tactical = mapped, 2x2 squares, finite distances.

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