This page may contradict some things you think you know. This page is meant to clairfy and streamline the process of calculating ratings before rolling. The changes here are proposed to replace the confusion currently going on (at least in my own head). People should feel free to comment, as this is not yet set in stone.
Determine your base rating:
If you are using a sphere or Keyword, the rating of a sphere is your base rating.
If using an AbilitySphere, check your abilities. If none are directly relevant, subtract 10 from the rating (min 10). If you feel you should have an ability and have space for it, say so, spend 2 AP, and add it.
If using a RitualSphere, remember to pay attention to conditions, such as time, place, and tools. What conditions you need to pay attention to should be listed.
If using a BlessingSphere, you are either rolling for a VariableAugment or laying down a curse. Remember ritual requirements and CommunitySupport
If using a GroupSphere or Keyword, relationships may be relevant, as may any of the above conditions depending on the situation.
If you are using an ActiveBonus, the rating is 10x the bonus.
Remember, Talisma and Dreamcatchers often either have conditions of use, or are "used up" when used as an active ability.
if you have no relevant capabilities
your base rating is 9. If you are essentially resisting something everyone should be capable of resisting, it may be 15. Resisting Magic is always 15, unless you have MagicalConcentration on a different kind of magic, in which case it is 5w.
Determine bonuses
If augmenting with a sphere or a keyword, add 1/10th the rating. Remember, 0.5 rounds to 1. Also remember RitualSpheres require rituals to use.
If you are being helped, helpers add 1/10th their relevant rating.
A single roll may benefit from no more than one Blessing, even if multiply-blessed. A Blessing usually has a bonus equal to 1/10th or 1/5th the rating of the blesser.
Bonuses simply add if you qualify for them. This includes both Active Bonuses and tools of various kinds.
If you are Speaking A Lesson, you may add 10x it's bonus to your rating. Yes, this is amazingly powerful.
Situational Modifiers
Ask your GM if there are any. Common ones include range, attempting to make something last a long time, and attempting to take many actions or affect many targets.
Take Damage into Account
Damage might be physical injuries, embarrassing rumors, illness, a wrong-headed theory you're attached to...anything you could have picked up from a failed contest. Damage applies if relevant.
If Dying...multiply your rating by zero. In your condition, you shouldn't be doing anything like this!
If Crippled, divide your rating by 2 for each Crippling
If Injured, reduce the rating by 1/10th of itself for each injury.
If Hurt, reduce the rating by 1 for each Hurt.
Apply PersonalityVirtues
In especially important situations, by acting in accordance with his or her virtues, a Hero can gain an additional bonus equal to the virtue. To do this, you must either have the virtue on the table, or play it onto the table.
You must describe how your virtue is coming into play. Make it emotionally gripping.
Masteries
If the rating is above 20, subtract 20 from the rating and add one Mastery. Repeat until the rating is 20 or below. If the rating is negative, remove a mastery and add 20 points. If the rating is negative and you have no masteries, try some other approach -- this one isn't going to work.
Roll the Die
Roll a 20-sided die. If you roll a 1, you have a Crit. If you roll your rating or under, you have a Success. If you roll over your rating, but under 20, you have a Failure. If you roll 20, you have a Fumble. Masteries provide "bumps" that increase your result, changing fumbles to failures, failures to successes, and successes to crits.
Someone else should be rolling for the Resistance, either another player or the GM.
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