Podstawowe mechanika FU
" Cała podstawowa mechanika Freeform Universal"
Zasady Podstawowe
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Wynik Rzutu | Co uzyskujesz ? |
---|---|
6 Tak, oraz… | Udało Ci się, oraz jeszcze jakiś plus |
4 Tak… | Udało Ci się |
2 Tak, ale… | Udało Ci się, z komplikacjami |
5 Nie, ale… | Nie udaje Ci się, ale porażka nie jest całkowita |
3 Nie… | Nie udaje Ci się |
1 Nie, oraz… | Udało Ci się i to nie koniec problemów |
Karta Postaci
Przykład rozgrywania konfliktu
Gamemaster: The thundering sound of the charging horse’s hooves is getting louder
and louder. You’ve strained yourself hard already heading for the woods in the
distance, and you fear you probably won’t make it before the ork scorcher comes
within shooting range.
Broomé: I’ll press on, flying low over the grass. I keep heading for the woods,
looking for possible spots allowing for cover. Can I find any?
Gamemaster: You’re fleeing from imminent danger, meaning you’re Distracted.
You get a penalty die.
Broomé: [rolls dice] Meh, it’s a “No, and…”
Gamemaster: Alright. No, you don’t see any spots for cover in your immediate
area, and looking for any slows you down more than you wanted to. In full gallop,
the ork draws his bow and takes a shot at you.
Broomé: Can I evade?
Gamemaster: Let’s see, he shoots from a horse while charging, which makes aiming
harder. Plus, you are a tiny Windling. There’s two bonus dice for you!
Broomé: [rolls dice] That’s a “Yes” and ++, so I get a “Yes, and…”!
Gamemaster: Yes, you fly a sudden turn so the arrow misses you by a few feet. In
addition (and), your change of direction buys you some time, as the Scorcher gallops
by and needs to rear his mount around.
Broomé: I should have done this earlier. I’ll let myself drop to the ground and use
the time to prepare a spell.
Gamemaster: Better hurry up then. As the ork scorcher slows down to turn around,
you see him drawing another arrow from his saddle.
Broomé: [Spends Karma] I’ll be using Earth Darts. Can I throw a volley of
Earth Darts at the ork scorcher?
Gamemaster: He’s in your line of sight, so yeah.
Broomé: It’s still just the main die. Alright, I’ll better prepare for a re-roll then.
[rolls die] “No.” Sigh. [Spends Karma] Here I go again! [rolls die] A “Yes, but…”,
whew!
Gamemaster: Yes, you throw a bunch of pebbles at the scorcher, which transform
into darts and pierce him. However (but), neither he nor his horse seem scared by
the darts and continue relentlessly in your direction. Breaking the darts sticking in
his body off, the scorcher takes aim and looses his arrow at you.
Broomé: Damn it, Can I dodge?
Gamemaster: Sure, but you’re not in the air anymore.
Broomé: [rolls dice] YES, AND!!!
Gamemaster: Yes, you dodge the arrow, and you roll sideways into a deeper patch
of grass, out of the scorcher’s line of sight.
Broomé: Haha! Time to turn the tide. I’ll lie in cover, waiting for him to look
for me. He’ll need to get close to spot me in the high grass after all. I’ll prepare my
Earth Darts spell again, and let it rip when I see him. I’ll lie as close to the ground
as possible, so he needs to be very close.
Gamemaster: So what is your actual question?
Broomé: Hrm. Can I throw a volley of Earth Darts at the ork scorcher and his
horse once he spots me coming closer in the high grass?
Gamemaster: Excellent. You hear him slowing down, still sitting on his horse
looking for you as expected. His bow is drawn as well, so he might be able to loose the
arrow at the same timeÐ that’s likely to happen as a negative side-effect. It’s a cautious
wait-and-fire-action on both sides, so I’d leave Conditions out of this. He has
the high ground, and you’re in coverÐ no bonuses or penalties there. Anything else?
Broomé: As I said, he needs to be very close. I think that should be very effective.
I’ll also use Blood Magic to get another bonus die.
Gamemaster: Yes, of course. Two bonus dice for you then!
Broomé: [Spends Karma, notes down a Bleeding Cut Wound, rolls dice] 5, +,
and another +! That’s “Yes, and …, and…”!
Gamemaster: Whoa. Yes, your volley of darts hits both rider and mount, both
screaming in pain. The mount rears up (and), throwing off its rider, and you inflict
a considerable amount of damage (two Wounds instead of just one).
Gamemaster: Oh, and he’s at a total of three Wounds now, so you can take him
out if you want to.
Broomé: Nevermind about that. I’ll take off and shoo his horse further away
from him, then I’m off to the woods. I’ll likely meet him again, and it will be fun
to taunt him with this…
Outcome
The and and but are qualifiers that modify how good the success was or how bad the failure was. When you get a qualifier, you make an extra statement about how the action succeeded or failed. This extra statement can add a Condition to a character or a Detail to a scene.
Modifiers
Bonuses and penalties come from the following sources:
* A Tag
* A Condition
* A piece of Equipment
* A Detail
* Punkty Pary
* Other Circumstances
Bonus and penalty dice cancel each other out. Roll any leftover
dice along with the main die.
When scoring at least one +, you can adjust the result of your main die up by one, turning any “No” result into a “Yes” result. When scoring at least one -, you must adjust the result from your main die down by one, provided it turns a “Yes” result into a “No” result. If you already scored a “No” result, it simply stays the same. On a ++, your result gets even better by adding a beneficial “and…“ statement. On a –, your result gets even worse by adding an “and…“ statement.
Punkty Pary
You start the game with a number of Karma Points equal to your
Karma Pool. You can temporarily have more Karma than your
Karma Pool allows.
During the game, you earn Karma Points by…
- Being awesome
- Getting in trouble
You can spend Karma Points to…
- Add a bonus die to any of your rolls
- Re-roll all of your dice
- Use a Talent or Spell
- Use a Legendary Item
Talents
To activate a talent, you either spend a Karma Point or make an Activation Test. When spending Karma, the talent simply takes effect as described or intended by you. When making a roll, you word a suitable question based on how you intend to use the talent and consider the modifiers (Discipline Talents gain a bonus die). The result will help you describe what happens.
Type
- Action talents require an action (see p.46) to activate.
- Support talents do not require an action to activate.
Effect
Most talent effects allow you to do things a mundane
character cannot do (or at least wouldn’t be able to perform without
special equipment or years of practice).
Taint
Whenever the character ends up with a “No, and…” result when
using a talent or spell, he may suffer backlash from tainted magic.
He receives a Condition based on the severity of the situation (the
more powerful the talent used, the worse the Condition).
Kreacja Adepta
- Choose a Concept
- Choose Drives
- Choose Character Tags
- Choose Talents and Spells
- Choose Skills
- Choose Equipment
- Choose Relationships
- Determine Karma and Wounds
- Write a Description
Przykładowe Znaczniki
This is by no means an exhaustive list, just some ideas to get you started:
- Body: Agile, Ambidextrous, Handsome, Huge, Overweight, Poor Constitution, Quick, Short, Slow, Strong, Tall, Thin, Ugly, Full of Vigor, Weak
- Personality: Aggressive, Attentive, Bloodthirsty, Bold, Charismatic, Extroverted, Forgiving, Honorable, Intimidating, Manipulative, Optimistic, Pragmatic, Reserved, Sensitive, Witty
- Edge: Astute, Confident, Courageous, Creative, Disciplined, Eloquent, Energetic, Intuitive, Passionate, Patient, Persuasive, Reasonable, Resourceful, Spontaneous, Sympathetic
- Flaw: Amoral, Aloof, Fanatical, Immature, Insulting, Intense, Lazy, Jealous, Judgmental, Malcontent, Mocking, Reactionary, Rude, Suspicious, Vengeful
Wpływ nacji
Poniżej to propozycje na wpływ nacji, czyli dodatkowy znacznik wynikajacy ze środowiska z jakiego pochodzi Adept.
Nacja | Wpływ |
---|---|
Agnaj | Wstręt do technologii |
Azland | Postępujesz jak zwierze z twojego herbu |
Człowiek Imperium | Wychowanie w kolektywie |
Katsurczyk | Honor i oddanie się społeczności |
Mauri | Wiara w hierarchię zasobów many |
Murriannin | Self-made man, bądź jak Murrey |
Neopoldczyk | Zawsze jest czas na herbatę |
Nowopolanin | Słowo to też narzędzie |
Rahtafarin | Plan Rah jest wielki |
Smokowiec | Na jaszczurach to się znam |
Wodniak | Jak się unosi na wodzie to popłynie |
Startowa ilość talentów
Krąg | Talenty |
---|---|
Nowicjusz | 5 |
Czeladnik | 10 |
Opiekun | 15 |
Mistrz | 20 |
Dyscyplin Talents
Each Circle of Mastery allows you to mark a few talents as your Discipline Talents.
Discipline Talents represent your individual vision of this Discipline, and are easier
to activate. Pick the talents that fit your character concept best.
The table below lists the number of Discipline Talent marks available to you for
each Circle. You don’t have to use all of them right now; you can also use them
later when learning new talents
Krąg | Discipline Talenty | Skills |
---|---|---|
Nowicjusz | 4 | 2 |
Czeladnik | 3 | 3 |
Opiekun | 2 | 4 |
Mistrz | 1 | 5 |
Wybór Umiejętności
Liczba z tabeli powyżej.
Jedna zawsze artystyczna
- Artisan: Every adept is also an artisan of some kind. Crafting art serves
primarily to help define your personality, but also as a way to prove yourself untainted by the Horrors. Choose an artisan skill fitting your concept, such as Arrow Fletching, Body Painting, Braiding, Calligraphy, Carving, Dancing, Embroidery, Poetry, Sculpting, Singing, Tattooing, and so on. Make sure your art is reflected in your character’s description (see p.98).
- Knowledge: Choose a field of knowledge your character knows, such as
Horror Lore, Jungle Creatures, Legends & Lore, Barsaive History, or Theran Military Tactics. Your choice should fit your background (see p.81), but need not necessarily complement your Discipline.
- Language: Throalic (the dwarf language) is the common language of Barsaive,
spoken by all player characters in addition to their racial tongue. Keep this in mind when picking an additional language skill. Common languages are: Theran, Sperehiel (Elvish), Or’zet (Orkish), Human, Obsidiman, Windling, T’skrang, and TrollÐ all with various local accents.
- Other Skills: Any mundane ability can be trained and learned as a skill. Some
examples include Acting, Acrobatics, Disguise, Fencing, Hunting, Investigation, Physician, Picking Pockets, Riding, and so on.
Equipment
When creating an equipment tags, make the adjective tell something
useful and/or interesting about it. However, there is no need
to distinguish it any further if there is nothing exceptional about
the item. However, such items require a short description. This
description is usually only a sentence or two long and features
suitable tags for the item in italics.
- An equipment tag can only have a single adjective—none is
acceptable (as per above), but more than one is not. That said, a Crossbow is okay, as are an Accurate Crossbow or a Long-Range Crossbow. An Accurate Long-Range Crossbow is not allowed.
- Choose specific, descriptive nouns; Curved Sabre is better than
Sword, Guard Helmet is better than Helm. You can use more than one noun, but keep the tag as short as possible.
Mounts
Cavalryman character should start the game with a mount, and Beastmaster characters should have an animal companion.
Karma and Wounds
Nowicjusz | Czeladnik | Opiekun | Mistrz | |
---|---|---|---|---|
Pula Punktów Pary | 3 | 4 | 5 | 6 |
Pkt. Obrażeń | ||||
Wojownik | 3 | 4 | 5 | 6 |
Podróżnik | 2 | 3 | 4 | 5 |
Naukowiec | 1 | 2 | 3 | 4 |
Rozwój Adepta
Zdobywanie Punktów Doświadczenia
Your character gets an average of two Character Points (CP) per session, rewarded as follows:
adventure Progress
Each character contributing to bring the story forward in a significant way gains 1 CP at the end of the session (roughly 3-4 hours of game time). Some stories require several sessions to complete, such as a daring quest, convincing a group of raiders to protect their home village, or discovering the source of a plague killing their people. Whether single-part or multi-part, whenever an adventure is concluded, each player in the group receives 1 extra CP at the end of the session.
individual Progress
Whenever your actions relating to your Drives have added to the story in a significant way, you gain 1 CP at the end of the session. Your actions and character development will eventually cause your Drives to become irrelevant. For example, you may have achieved the vengeance you have been seeking, you have finally found your lost relatives, have learned the secrets, or found that legendary staff. When this happens, you will need to change or alter your Drives (see p.35) to make them relevant again. This is highly individual, but rewards you 1 extra CP at the end of the session.
Wydawanie Puntków doświadczenia
Character Points can be spent to learn new talents and spells and to gain new equipment. The cost varies depending on your Circle and the type of ability you wish to purchase. The table below shows what can be done:
Changing tags and equipment
If appropriate, players can change one Character Tag between game sessions. This alteration should relate in some way to the experiences and story in which their character just participated. Mundane equipment can be changed at any time during an adventureÐ only Legendary Items and Blood Charms require Character Points to be spent in order to unlock their powers.
Changing Group Tags
Group Tags can be changed at no cost. However, they reflect how the people of Barsaive perceive the group and their deeds. As a result, Group Tags should be reviewed and adapted after each adventure and whenever the group sells one of their journals to the Great Library (see the sidebar on p.40).
training times
Learning new abilities and improving existing ones takes timeÐ and, when relying on the services of a trainer, resources and/or favors. This can be done between adventures or whenever the character has a few hours’ time for training. You’re doing it right as long as it’s clear that the character makes an effort to train, and the time spent on that training is believable for you and your group.
instructors
Trainers or instructors (or even training manuals) are needed when learning new abilities. They are required when undergoing a Trial (see below). A trainer must have access to the ability the player character wants to learn and be willing to teach them. Adepts can be trained by instructors of other Disciplines.
Learning Talents from Other Disciplines
Player characters can round out their talent selection by learning a limited number of talents available to other Disciplines. This requires an instructor willing to teach him the desired talent. What usually is not an issue for talents available to more than one Discipline gets considerably harder with talents available only to one or two Disciplines. An adept can learn no more than one such talent per Circle. Talents learned this way cannot be marked as Discipline Talents!
tabla kosztów Pkt.Doś.
Nowicjusz | Czeladnik | Opiekun | Mistrz | |
---|---|---|---|---|
Change Tags, Drives,Equipment | x | x | x | x |
Learn a new Skill | 3 | 3 | 3 | 3 |
Learn a new Talent | 2 | 3 | 4 | 5 |
Learn a new Talent from another Discipline* | 3 | 4 | 5 | 6 |
Mark a Talent as Discipline Talent @ | 1 | 1 | 1 | 1 |
Add a Blood Charm | 1 | 1 | 1 | 1 |
Add a Legendary Item | 2 | 2 | 2 | 2 |
x) zmiana pojedyńcza pomiędzy sesjami, za darmo, za pozwoleniem MG.
*) Only one such Talent can be purchased per Circle. Requires a willing instructor!
@) The number of talents you can mark as Discipline Talents is limited !
Licencja
Zasady są oparte o FU: The Freeform/Universal RPG system stworzony przez Nathana Russella, na licencji CC BY 3.0 czyli Creative Commons Attribution 3.0 Unported.
This work is based on FU: The Freeform/Universal RPG (found at http://nathanrussell.net/fu), by Nathan Russell, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).
Zasady zostały zmodyfikowane przez Carsten Damm i reszte ekipy Vagrant Workshop specjalnie dla systemów Equinox Storygame i Earthdawn:age of Legend , licencja zasad dalej CC BY 3.0
Lista talentów i tłumaczenie podstawowych zasad to dzieło Kornela Misiejuka, licencja też CC BY 3.0
Logo „The Powered By FU” należy do Nathana Russella i jest używane za jego pozwoleniem.
The Powered By FU logo is © Nathan Russell and is used with permission.